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    • Thanks! For the squirrel.qob I'd expect the uv data between 0x1AC9 and 0x2721. Maybe there's normals, too. But whatever block division I chose, I never got proper uvs. Looked flat, though. At 0x1AC9 a normals block should start, I guess (looks like a sphere, 97 normals?). Values changed at line 8 here (due to the 0.5 values I assumed a block size of 16 bytes, for example, at no avail): v 0.133421 -0.192219 0.002577 v 0.078443 0.017889 0.219733 v 0.165537 -0.163877 0.022313 v 0.165537 -0.163877 0.022313 v 0.068816 0.060892 -0.215204 v 0.068816 0.060892 -0.215204 v 0.040640 0.625209 0.005528 >> v 0.500000 0.069918 0.559802 v 0.261893 0.838415 0.298645 v 0.828938 0.266105 0.784533 v 0.285545 0.554545 0.291278 v 0.500000 0.324709 0.557350 v 0.218080 0.500000 0.171499 v 0.568402 0.157533 0.500000 v 0.473919 0.718812 0.308615 v 0.731172 0.441933 0.767198 v 0.564355 0.754913 0.524088 v 0.810204 0.445051 0.870130 v 0.213480 0.664258 0.136362 v 0.633494 0.082787 0.500000 v 0.484894 0.500000 0.598268 v 0.500000 0.488123 0.570330 v 0.356580 0.561454 0.407168 v 0.500000 0.423783 0.559870 v 0.190656 0.756200 0.118097 v 0.876329 0.148382 0.877229 v 0.119203 0.747856 0.003974 v 0.805350 0.320963 0.661032
    • Here's struct of FAT. //------------------------------------------------ //--- 010 Editor v14.0 Binary Template // // File: // Authors: // Version: // Purpose: Alone in The Dark 5 Xbox360 // Category: // File Mask: *.FAT // ID Bytes: // History: //------------------------------------------------ BigEndian();OutputPaneClear(); local string FileName=GetFileName(),FilePath=FileNameGetPath(FileName,true),BaseName=FileNameGetBase(FileName,false); typedef struct HEADER { char Sign[4]; byte Flags[4]; uint32 StrArrayOffset,Table_0_Offset,Table_1_Offset,Table_0_Count,Unk_4; }; typedef struct STRARRAY { struct StrArray { string StrName; }StringArray[23]<optimize=false>; }; typedef struct TABLE_0 { struct TAB_0 { uint32 Value; }Tab_0[Header.Table_0_Count]<optimize=false>; }; typedef struct TABLE_1 { uint32 FileCount,InfoOffset,DummyCount,TableSize; struct NAMEHASH_INFO { uint64 NameHash; }NameHash_Info[FileCount]<optimize=false>; struct FILE_INFO { uint32 Unk_0,Unk_1,Unk_2,ComSize,Unk_4,DecSize,Unk_6,Offset; }File_Info[FileCount]<optimize=false>; }; HEADER Header; FSeek(Header.StrArrayOffset); STRARRAY StringArray; FSeek(Header.Table_0_Offset); TABLE_0 Table_0; FSeek(Header.Table_1_Offset); TABLE_1 Table_1;  
    • I updated the script. It unpacks all QOB, CHR, and MAP files into working .obj files. There are no normals or UVs, I don't know if someone can take a look at the '.txt' files that get generated and advise me if they see any normals or UVs. The script should now be much easier to read and follow. The MAP02 and MAP03 files do have an error, but that is at the end of the file and doesn't have any vertices that are used in the .obj files. I can't figure out the logic to unpack the complete file for those two, but I'll work on it when I have time. Meanwhile, if anyone can figure out what the rest of the vertices/float values are I can update the script, and learn something new along the way as I am still quite new to 3D models. Ghost Recon_convert.py
    • Unfortunately, with this script 0 files found.
    • It's not same, there is compression.  
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