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Ever17 Xbox360 .vmx2 models


calmevening
Go to solution Solved by shak-otay,

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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

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  • Engineer

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.)

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  • Engineer

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.)

TU2-nocloth.png

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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.

render1.thumb.jpg.47e80db2127f2c153a6a327707b98a31.jpg

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