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  1. #1

    Default Re: A start on the .MESH file format

    Hi Guys

    With regards to the standard '256' and non-standard '0' meshes I thought I'd go and look at some of the model files (export_descr_unit.txt and battle_models.modeldb ) to see if I could get some clues . The non-standard files are NOT used. They are WIPs and anyway the vertex assignments are all screwed up because of the funny skeletons. After I realised this the plaintive cries of "Dohhh" echoed off the hills for a long time, this shows you shouldn't get too focussed on just the one issue. With this in mind I'll 'lock out' the non-standard meshes since everything they have is available on standard meshes anyway.

    I'd just like to make the point that I am not interested in reverse engineering anything, Granny and .gr2 are a mystery to me and will forever remain so. I am just looking at the .MESH format that CA is using and looking at ways we can modify these files. There are lots of bits of data that I don't understand and I don't want to understand but I don't need to as I can just use them. Just a clarification in case anybody from Radgames is interested.

    Getting closer now.

    @Casuir

    You said you did some tests on taking out the boolean streams and using the figure in game. What exact blocks did you take out? Just the num_vertex and stream figures, with the header/footer stuff intact or the header/footer stuff as well?

    Interesting stuff you pulled out on weapon bones, we'll have to look closer at that stuff to see how we actually get a figure in game.


    I'm PMing Caliban with some questions on weapon protocol. It's just about sorted out in my head (and backs of envelopes), it's a matter of getting it into code.

    Cheers

    GrumpyOldMan

  2. #2

    Default Re: A start on the .MESH file format

    They're definitly the exported caracters that are processed by the xmls, think theres a bit more to it than simply adding weapons, theres wip/base meshs in the mounts folder as well, geometry seems to be the same but the ingame file is considerably smaller than the base one, havent looked at them other than that though. Dont think we'll be able to replicate the method CA used to make the models anyways.

    As for the booleans, I changed the 03 byte to 00 then tested that, then re-wrote most of the values with 00's then tested that, finally I deleted from the 2 byte num_vertex to the last byte of the third data stream (inclusive) and tested that. I also edited the texture on the model in question so I'd be sure the game was using the edited files.

  3. #3
    The Philosopher Duke Member Suraknar's Avatar
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    Default Re: A start on the .MESH file format

    Well guys, in reality I dont understand a third of what is beiing said here, even if I understand what the effort is all about.

    I am no programmer, the Bits & Bytes you are talking about just go over my head

    It is only in the spirit of modding & cooperation and what I can think to help from having past moding experience (not only the small tweaks to this series) that I try to share, in hopes maybe that it can provide some insight to someone.

    Modding is most of the time a guessing game, trial & error, and lots of patience and frustration at times (and I am sure you all know these things).

    So that is that, again, wishing success to all :)
    Duke Surak'nar
    "Η ΤΑΝ Η ΕΠΙ ΤΑΣ"
    From: Residing:
    Traveled to: Over 70 Countries, most recent: and

    ~ Ask not what modding can do for you, rather ask what you can do for modding ~
    ~ Everyone dies, not everyone really fights ~

  4. #4

    Default Re: A start on the .MESH file format

    Hi Casuir

    I've looked at the mounts as well, the meshes that are prefixed "mount_" look to be the in-game ones, the others also seem to have their vertex assignments screwy, does anyone want to try renaming or temporarily removing a non "mount_" mount mesh and then also with a "mount_" mesh and see if the game still runs? I think what we are looking at in the Data folder is a copy of their development and testing folder, after developing and testing were complete, it was easier and faster to export the whole lot to the production release, than to go through and check all the meshes (didn't KE say there were something like 3000 figure meshes alone) to make sure they were needed for the game - hard drive space is cheap now .

    No I don't think we can do exactly what CA did to produce their meshes but I'm planning on the abilities to import meshes, import a single group (either exported from another mesh or done from scratch in a modelling program), delete a single group, etc. It may not be whizz-bang but it should have enough functionalty to keep modders going for a while. Mesh manipulation, vertex assignment and UV adjustment should be left in the hands of specialist programs rather than twisted and tortured at the hands of an amateur .

    Will now go and have a look at the boolean streams, have to think a bit more about them.

    Cheers, keep up the good work everyone.

    GrumpyOldMan

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