vistekis Posted May 8 Posted May 8 Using the QuickBMS script, I've extracted .pcm files -- apparantly they are pcmesh files (or .gcm/ gamecube mesh for gamecube... etc...). I can find the vertex, uv's, and index data easily however, the index's are warping to random vertex points making the mesh look like a porcupine. i.e: if I open the wolverine pcm model, I can find the vertex's at 0x10000, with a padding of 52, and make a point cloud; the index at 0x1a50, but face triangles are jumbled. I think it's due to submeshes, but I can't find any markers for them (kinda new to this shit tbh). attached some of the pcms, can anyone help me figure out the faces to make the models look correct? thanks in advance for any assistance. usm.zip
vistekis Posted May 9 Author Posted May 9 made a breakthrough on this. definitely submeshes. I found an offset marker while dicking about in ghidra which led me to an offset that marked the start of the submesh.
Engineers Durik256 Posted May 10 Engineers Posted May 10 (just demonstration) I already made a plugin, the problem is that the game uses toonShader, so the body's uv is like a point (solid color fill) 1
vistekis Posted Monday at 03:55 PM Author Posted Monday at 03:55 PM On 5/11/2025 at 2:14 AM, Durik256 said: (just demonstration) I already made a plugin, the problem is that the game uses toonShader, so the body's uv is like a point (solid color fill) not sure if this is of any help re: autoassigning textures/ parenting bones, but I have this hash dictionary that lists a lot of the names of things like textures and bone names? I.E: 0x09c86686 BONE BOOB; which I found oddly amusing. string_hash_dictionary.zip
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