Henchman800 Posted August 12 Author Posted August 12 5 hours ago, h3x3r said: Not sure. I still didn't figure out materials... i rather apply anything manually (would take forever haha) than not having the result you just delivered. still excited for digging more through the game now. but my jobs first....
DKDave Posted August 12 Posted August 12 6 hours ago, h3x3r said: I wish i knew how to deal with tristrips in 010 hex editor and general. I noticed that it use some kind of face index chunks. Chunk start with ?? 80 then follows indices, but how about count?. Maybe it's end terminator?... Not sure. I still didn't figure out materials... Each new tri-strip starts with a value that has bit 15 set (0x8000). The IndexChunkCount is the number of separate strips and IndexCount is the total number of face entries.
DKDave Posted Wednesday at 11:06 PM Posted Wednesday at 11:06 PM I've had a look at the textures. They're a bit odd. Every single vertex entry has a value for the texture ID at offset 0x18 just before the UV values. This texture ID is an entry into the first table in the file, which then gives the actual texture index number in the TEXTURES.WAD archive. Using the punch bag mesh below, it uses 2 textures, referenced as 0x65 and 0x66 in the vertex entries. Those entries in the first table reference textures 0x62 and 0x63, which correctly fit the mesh. Bit of a pain to script that though ... 1
Henchman800 Posted Thursday at 09:07 AM Author Posted Thursday at 09:07 AM 9 hours ago, DKDave said: Those entries in the first table reference textures 0x62 and 0x63, which correctly fit the mesh. Bit of a pain to script that though. Very nice man! Would it Help to have the textures from textures.wad already exported to png since they are numbered anyway? Otherwise textures could be assigned manually. Most important would be to have a placeholder Material separation for the objects. Another thing i noticed when having a Brief Look at the Files exported with your new BMS script was that each Level comes with a "animesh" folder. Is the train in your assembled Level anywhere visible? Or could it be inside one of the animesh .bin Files?
Engineers h3x3r Posted Thursday at 10:14 AM Engineers Posted Thursday at 10:14 AM Train is present under the scene. Anyway separate mesh on material parts is done mostly by face groups. Never experienced doing that by vertices.
Henchman800 Posted Thursday at 10:30 AM Author Posted Thursday at 10:30 AM 9 minutes ago, h3x3r said: Anyway separate mesh on material parts is done mostly by face groups. Never experienced doing that by vertices. That Sounds complicated... Wouldnt the Vertex groups Form faces anyway? Anyway i can Imagine why it is complicated to Script. Would you share the assembled Scene so i can compare it to my rip. Maybe its Just a handfull ob objects with multiple materials. I have access to my PC again tomorrow night.
Engineers h3x3r Posted Thursday at 11:15 AM Engineers Posted Thursday at 11:15 AM Here's the level. bw_lvl0.7z 1
DKDave Posted Thursday at 07:06 PM Posted Thursday at 07:06 PM Got a bit further just by making some assumptions about textures (each strip *should* use 1 texture), so it's not 100%. The meshes with bright green textures seem to be unseen elements of the map. There's probably some info somewhere for excluding them. 1
Engineers h3x3r Posted Thursday at 08:40 PM Engineers Posted Thursday at 08:40 PM I think that green textures are fake shadows. Anyway good progress.
Henchman800 Posted Saturday at 08:32 AM Author Posted Saturday at 08:32 AM On 8/14/2025 at 9:06 PM, DKDave said: Got a bit further just by making some assumptions about textures (each strip *should* use 1 texture), so it's not 100%. The meshes with bright green textures seem to be unseen elements of the map. There's probably some info somewhere for excluding them. WOW! This is it! from what i see it looks exactly like its supposed to be! can i send you another level to validate the process? I was about to check the original assembled upload with the rip i did, but this looks like its solved! thank you guys for your hard work on this! ohh and please keep the green objects! they are interactable surfaces. you can climp the vertical ones and do aereal attacks from the plattforms themselfes. so it would be cool to also have them. event behind the leaning tables. afaik they trigger the table breaking, when slamming somebody into the green box. I also tested the new bms script on the beta version of the game and it worked just fine! also tried it on byw2...it half gets a few names and folders, but the other half is just jibberish in filenames. i can open it with the original script though! but this is as far as i got in the time that im back from the job now. thank you guys again so much!!!
DKDave Posted Saturday at 06:23 PM Posted Saturday at 06:23 PM 9 hours ago, Henchman800 said: WOW! This is it! from what i see it looks exactly like its supposed to be! can i send you another level to validate the process? I was about to check the original assembled upload with the rip i did, but this looks like its solved! thank you guys for your hard work on this! ohh and please keep the green objects! they are interactable surfaces. you can climp the vertical ones and do aereal attacks from the plattforms themselfes. so it would be cool to also have them. event behind the leaning tables. afaik they trigger the table breaking, when slamming somebody into the green box. I also tested the new bms script on the beta version of the game and it worked just fine! also tried it on byw2...it half gets a few names and folders, but the other half is just jibberish in filenames. i can open it with the original script though! but this is as far as i got in the time that im back from the job now. thank you guys again so much!!! I have the game files anyway, and it does work with the other level maps. The only pain is the way the textures are organised - I had to do some crappy hacks to get the textures on the correct face strips. And because each strip could be a different texture, you end up with too many strips - 11,000+ in this one alone, which causes some issues. I'll have to try and optimise that somehow, as there are only 129 textures. I don't think the face reading is properly correct either. So if I can work out some of the issues properly, I'll be able to publish a script.
Henchman800 Posted Sunday at 05:32 PM Author Posted Sunday at 05:32 PM 23 hours ago, DKDave said: So if I can work out some of the issues properly, I'll be able to publish a script. Thank you so much. and please let me know if i can help with anything. Can't wait to see more levels
DKDave Posted Sunday at 10:22 PM Posted Sunday at 10:22 PM I still need to fix the tri-strip winding so that it looks right, but here's a couple of examples of maps 4 and 9 without textures. 1
Henchman800 Posted yesterday at 06:50 AM Author Posted yesterday at 06:50 AM 8 hours ago, DKDave said: I still need to fix the tri-strip winding so that it looks right, but here's a couple of examples of maps 4 and 9 without textures. This is awesome! Thanks for the screenshots! The mansion level should be level 5 or 7. the two unused (8 and 9) share the same textures as mansion and tvstudio....maybe placeholders? since you picked level 9 it might explain the distorted meshes on the mansion wall.
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