calmevening Posted January 24 Share Posted January 24 Hi! These files come from the xbox360 game Ever17, which has 3D models. The files themselves come from an archive called "Model.AFS" Once the .afs file is extracted, there's some .vpk files in there which I extracted using a BMS script the models themselves use .png files for textures and clearly stores both the mesh and animation data in the .vmx2 files can anyone help me view and possibly convert the .vmx2 files to a common format (like .fbx)? thanks. The vmx2 files have a file magic of VMX2 (56 4D 58 32) and the first few lines gives names of the model's animations ("TU02_motion_01", "YU_motion_01", etc) vmx2 Sample 1.zip vmx2 Sample 2.zip Link to comment Share on other sites More sharing options...
Engineer Solution shak-otay Posted January 27 Engineer Solution Share Posted January 27 Using hex2obj: Link to comment Share on other sites More sharing options...
calmevening Posted February 2 Author Share Posted February 2 thank you! Though I'm having difficulty importing the UV to blender since it gets exported as a .obj too, how do I do that? Link to comment Share on other sites More sharing options...
Engineer shak-otay Posted February 2 Engineer Share Posted February 2 Use File/SaveAs mesh to get a (v + vt) obj file. Link to comment Share on other sites More sharing options...
calmevening Posted February 3 Author Share Posted February 3 thank you! one last thing, um I'm not that good at checking hex, how would I check for the rest of the models? Link to comment Share on other sites More sharing options...
Engineer shak-otay Posted February 3 Engineer Share Posted February 3 Understand the format. What is FVFsize and how do I get it? (I'm not sure whether it's 60 for every vmx2 model.) Find the start of a face index block (0x202606 for TU2) and its end address. Get/enter face index count (go1: H2O calculates the vertex count then, see lower left window.) Calculate back to find the start of vertex block, 0x202606 - 9182x60 (dec.) = 0x17bdfe Doesn't fit exactly, moved 4 bytes back to 0x17bdfa Done. (Getting UVpos required some fiddling.) Link to comment Share on other sites More sharing options...
calmevening Posted February 4 Author Share Posted February 4 thank you! Link to comment Share on other sites More sharing options...
Engineer shak-otay Posted February 4 Engineer Share Posted February 4 I have some code but the vStart calculation needs to be done manually. Also some FI start addresses come out wrong. (Will take some time to finish (weeks?) but I thought to tell you before you start handling a dozen vmx2 files.) Link to comment Share on other sites More sharing options...
DKDave Posted February 4 Share Posted February 4 I also had a look, adding some textures manually. It's tricky to work out how to find the start of the first submesh info as there's some texture info first but no logical way to process it that I can see. Link to comment Share on other sites More sharing options...
Engineer shak-otay Posted February 5 Engineer Share Posted February 5 (edited) Here's a Make_H2O tool. You may try other vmx2 than TU2 or YU1 but they might fail. YU1 is missing arms and face (didn't check the vmx2 for their presence). Make_H2O_vmx2.zip Edited February 5 by shak-otay Link to comment Share on other sites More sharing options...
calmevening Posted Friday at 06:27 PM Author Share Posted Friday at 06:27 PM thank you for making that tool! I did check the addresses myself to try and see how you guys are finding the meshes and I don't really get how you were able to find it based on hex alone, I probably need to learn a lot more about hex numbers haha Link to comment Share on other sites More sharing options...
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