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Posted

Seeking help with the .mdl format for fable 2

Issues: the headers were stripped from the file by Lionhead. Static meshes and Skeletal meshes seem to have different structures, and it's pretty common for static meshes to have different structures between them.

So far: I can find a significant amount out about most of the rigged assets, but there are issues when an asset is split in to submeshes, and with some of the larger meshes. 

image.thumb.png.3a18b52c95cba845b8ea5353899416f4.png

 

i.e:

Bone Count: 143
Bones:
  [0] CH_HeroChild_Male_Rig_Asset (ID: 4294967295)
  [1] Shadow_Hip (ID: 0)
  [2] Shadow_SpineControl (ID: 1)
  [3] Shadow_SpineControl1 (ID: 2)
  [4] Shadow_Chest (ID: 3)
  [5] Shadow_Neck (ID: 4)
  [6] Shadow_Head (ID: 5)
  [7] Shadow_jaw (ID: 6)
...

Mesh count: 3

Parsing mesh headers...
  Mesh 0: Child_hair_NEW2
  Mesh 1: Child_face3
  Mesh 2: hero_eyelash20

Parsing mesh buffers...

  Mesh Buffer 0:
    Buffer starts at offset: 0x00002EAB
    Vertex count: 10093
    Face count: 17065
    Detected vertex stride: 28 bytes
    Vertex buffer at: 0x00002F3E (size: 282604 bytes)
    Face buffer at: 0x00047F2A (size: 34130 bytes)

  Mesh Buffer 1:
    Buffer starts at offset: 0x00077B4C
    Vertex count: 16777240
    Face count: 16777216
    WARNING: Unrealistic values, possible misalignment

  Mesh Buffer 2:
    Buffer starts at offset: 0x00077B64
    Vertex count: 65536
    Face count: 4278190080
    WARNING: Unrealistic values, possible misalignment

Attached my python script, and 010 editor script, for anyone willing to help figure this crap out. also 1 mdl file..

mdl.bt character.py mdl.zip

  • Like 1
Posted (edited)

Thanks.

just with the values in your screenshot I was able to update my scripts and I’m able to get the header for each mesh with 90% accuracy (only a few outliers, not including those with different structures). 
 

The only “issue” is now understanding the submeshes; notably the eyes are huge centered in the head atm. 
 

once that’s done I can work on the skeleton. 
 

Edited by vistekis

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