FengPu Posted October 4 Share Posted October 4 I extracted UV texture positions from different model files in the same game, one of which is correct and the other is incorrect. Is there anything that needs to be added? If it could help me, I would be extremely grateful. The attachment I uploaded contains two models. The 103886101 model only needs to reverse the texture vertically to perfectly fit UVS, while the 106755703 model does not. They come from the same game, just different parts, one is hair and the other is pants. The model and its corresponding UV texture are both extracted. The solution for extracting textures from files has been provided in my previous post, 'roocker666'. https://reshax.com/topic/1094-model-extraction-help/#comment-5630 model:106755703 model:103886101 model.zip Link to comment Share on other sites More sharing options...
FengPu Posted October 4 Author Share Posted October 4 blender, I just learned this software and don't have much knowledge about models. Link to comment Share on other sites More sharing options...
FengPu Posted October 4 Author Share Posted October 4 For model files These are the data blocks that I understand. 11 00 00 00 14 00 00 00 8F 07 00 00 E9 11 00 00 EC D6 00 00 01 00 00 00 02 00 00 00 00 00 00 00 11 00 00 00 14 00 00 00 -> Fixed byte 8F 07 00 00 -> Distance to the first byte of the model file E9 11 00 00 -> number EC D6 00 00 -> data size 01 00 00 00 02 00 00 00 00 00 00 00 -> this data is v 11 00 00 00 14 00 00 00 9B DE 00 00 E9 11 00 00 EC D6 00 00 02 00 00 00 02 00 00 00 00 00 00 00 02 00 00 00 02 00 00 00 00 00 00 00-> this data is vn 11 00 00 00 14 00 00 00 57 D4 02 00 E9 11 00 00 48 8F 00 00 10 00 00 00 01 00 00 00 00 00 00 00 10 00 00 00 01 00 00 00 00 00 00 00 -> this data is vt 10 00 00 00 14 00 00 00 1F A1 05 00 AA 25 00 00 00 00 00 00 A8 96 00 00 00 00 00 00 01 00 00 00 00 00 00 00 01 00 00 00 -> this data is f The following three are data blocks that I don't understand. I would greatly appreciate it if you could provide me with their information. 11 00 00 00 14 00 00 00 A7 B5 01 00 E9 11 00 00 90 1E 01 00 00 20 00 00 03 00 00 00 00 00 00 00 00 20 00 00 03 00 00 00 -> ? 11 00 00 00 14 00 00 00 BF 63 03 00 E9 11 00 00 90 1E 01 00 00 40 00 00 03 00 00 00 00 00 00 00 00 40 00 00 03 00 00 00 -> ? 11 00 00 00 14 00 00 00 6F 82 04 00 E9 11 00 00 90 1E 01 00 00 80 00 00 03 00 00 00 00 00 00 00 00 80 00 00 03 00 00 00 -> ? Link to comment Share on other sites More sharing options...
Engineer shak-otay Posted October 4 Engineer Share Posted October 4 You should give at least start addresses, counts for vertices and face indices so that one doesn't have to start from scratch. 1 Link to comment Share on other sites More sharing options...
FengPu Posted October 4 Author Share Posted October 4 28 minutes ago, shak-otay said: You should give at least start addresses, counts for vertices and face indices so that one doesn't have to start from scratch. Because a model has many face lists, vertex lists, and UVS lists, I provided fixed points. Link to comment Share on other sites More sharing options...
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