Editing some other files with hex editor

The brute minigun have 2563 vertex i don't know if this model have a lod.
2563/3=854
I think this model have 854 faces.
 
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, 4 vertices representing the four corners of a square would have 2 faces.
The good news is I found the values for the number of indices and vertices in the ccmesh file. Updated my post on the cmesh data.
 
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.
 
How i do:

Firstly i edit the gcmesh with ultra edit i try some hex edit and i try ingame if that's works (only preload_items:( i can't test on customize_item... )

I upload the float2txt tool.

How i use it:

1-I remove the beginning data inside brute_minigun_gun.gcmesh_pc i only keep the beginning vertex...
2-I made a .bat file: float2txt brute_minigun_gun.gcmesh_pc brute_minigun_gun.obj 24
3-I change each section to proper columns (i use ultraedit a good tool)
4-I only keep the vertex i remove the others 21 data.
5-I create a (v ) column in front of the vertex.
 

Attachments

The maxscript http://forum.xentax.com/viewtopic.php?f=16&t=7874 can load some custom item but lost the uvmap.
I tried with the genki outfit and exported to .3ds and imported the .3ds back with Milkshape3d but i have to do the uvmap.
genki.jpg
With the float2txt tool i can use an hexadecimal converter (float to intel hex) to edit the vertex position (hex editor) and save the .gcmesh.
 
were you able to apply any changes to the 3d models before you imported them? or wer not at that part yet?
and... i think the uv are sepposed to be in other files.. cus... well if its not there..
 
The maxscript can just import the model (vertex and faces) not the uvmap.
I think the Uvmap is stored inside the .gcmesh. You have to create the uvmap by yourself.
 
if you will be able to pack the obj back into the gcmesh wich according to you the uvmap is there, then why do you have to create it? just pack it back to its place, with the existing UVmap... no?
 
Because best I can tell, we're not there yet. He can extract them (ugly as it is, per-vertex) then convert it to milkshape and back to 3ds, doesn't quite have the wrapping of textures and maps and all.. and can't repackage it for the game because there's more than just the vertexes.. we can manipulate some of it by hex editing, but this isn't a model editor yet. It's closer to a model viewer.

Unless I'm really off how far you've gotten, zoum, you're not at the point of a compiling plugin for max to make the in-game models, right? Just hex-editing of bones and maybe verteces?


Be patient, we're getting there. It's impressive as hell, and we're excited with the potential, but we'll rave once we see new in-game models ;)
(Yeah we're picky! :p)
 
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