January 24, 20251 yr 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
February 2, 20251 yr Author 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?
February 3, 20251 yr Author thank you! one last thing, um I'm not that good at checking hex, how would I check for the rest of the models?
February 3, 20251 yr Supporter 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.)
February 4, 20251 yr Supporter 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.)
February 4, 20251 yr 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.
February 5, 20251 yr Supporter 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). edit: these are the arms, first one of the sub meshes which the tools misses: edit: now she seems to be complete: Edited April 24Apr 24 by shak-otay
February 7, 20251 yr Author 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
April 24Apr 24 Supporter On 2/7/2025 at 7:27 PM, calmevening said: 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, Hi, I hope you learned meanwhile, I found it's a little bit tricky when I reworked the code to (hopefully) get all sub meshes now (tested with YU1 and TU2 only): Make_H2O_vmx2.zip
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