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  1. L

    Editing some other files with hex editor

    You know how you took a screenshot with vertices with 21 additional pieces of data. There are more vertices in that additional data that you aren't getting. I'm not sure how you are converting this file though.
  2. L

    Editing some other files with hex editor

    Your evaluation of the number of verts is still incorrect. The vertex data starts at 6530 hex and ends at 42610 hex. Each vertex is 32 bytes in size. Subtract those 2 and divide by 32 and you get 7687 vertices. Also you can't divide the vertices by 3 to get the number of faces. For example...
  3. L

    Editing some other files with hex editor

    if you could give me an example mesh name with all the info about it, i can probably break down a lot of the information from the CC file. For example, a specific mesh, the number of verts in each lod, and the number of faces in each lod. I can then evaluate that cc mesh and find where those...
  4. L

    Editing some other files with hex editor

    heres the vertex data for vert #1 78 0b 06 be 1f 24 c5 3c 46 31 30 3f 90 5e 05 04 15 38 83 00 ff 00 00 00 00 ff ff ff b5 02 a0 02 you need the following pieces of information for a vertex: position, normal, tangent, uv, and bone weighting information. The position data is: 78 0b 06 be 1f 24...
  5. L

    Editing some other files with hex editor

    Those second sets of numbers could be indeces into a different set of data. Like perhaps uv channel information or something like that.
  6. L

    Editing some other files with hex editor

    It looks like the very beginning of the gcmesh_pc file contains the index list, starting on byte 16. gcmesh format: int crc byte padding[12] It could be specifying triangle lists, but it seems odd that it contains degenerate faces. Or perhaps the second set of 3 numbers means something else...
  7. L

    Editing some other files with hex editor

    From my dabbling with 3d programming, and I suspect there is no difference here, the gpu file is filled with vertex buffer data and index buffer data. The vertex buffer is defined by the shader, and would contain positions, normals, uvs, and tangents. The index buffer is just a list of numbers...
  8. L

    Editing some other files with hex editor

    found some info about thing1 and thing2.. they seem to appear on every human with very specific attributes.
  9. L

    Editing some other files with hex editor

    I've done some work decoding the mesh format. I started on the ccmesh_pc format, but then realized most of the important info is in the gcmesh_pc file. But then realized that reading in the gcmesh format would be a lot easier with the info from the ccmesh. So I'm going to continue working on...
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