April 3Apr 3 Author Localization 9 hours ago, AngelYan said: How did you extract the texture data from the birdy.ovl file? ImageHeat Pixel Formats seem to switch from BC1_DXT1 for opaque textures and BC2_DXT3 for textures with transparency Edited April 3Apr 3 by Hell Inspector added link for ImageHeat
May 5May 5 Author Localization Sorry if this is a late bump but I'm not sure if I've stumbled on more skeleton data or not, I found out that the birdy.ovl file actually has duplicate data in one of the main level files for some shared object junk and in both the separate file and the level file have the same weird chunk of data between the textures and the mesh data itself but it looks very basic so I'm not entirely sure if anything here is useful. Hex Address where this possible junk data is in birdy.ovl: 13751
May 5May 5 Supporter Hi, my question is, did you get the bone names like AngelYan here? (because I didn't)
May 5May 5 Author Localization 2 hours ago, shak-otay said: Hi, my question is, did you get the bone names like AngelYan here? (because I didn't) With ASH, yes. I just copied all the settings used in their screenshot.
May 5May 5 Supporter Thanks! Ok, got the names. The trick was to press 'Bone name to bone index, not ''Preview'. But when pressing 'Hierarchy' I get "variable boneName undefined" Could you export to fbx? btw, is it only me? Reloading a layout doesn't work. (Need to copy it manually from the .layout file.) Because adding a bone tree failes because of "Layout is empty" message. Pressing 'Load' it says "Layout is empty". Edited May 5May 5 by shak-otay
May 5May 5 Author Localization 24 minutes ago, shak-otay said: Thanks! Ok, got the names. The trick was to press 'Bone name to bone index, not ''Preview'. But when pressing 'Hierarchy' I get "variable boneName undefined" Could you export to fbx? I think you've gotta click Allow Custom Variables in options I did export it to fbx but it doesn't have a normal pose, just a jumble of bones. birdy.zip
May 5May 5 Supporter 34 minutes ago, Hell Inspector said: I think you've gotta click Allow Custom Variables in options yeah, got that already. (updated my previous screenshot to make it more clear) edit: can't you load the layout again after saving? What happens if you press 'Hierarchy'? (we'll need to input it manually, maybe) Edited May 5May 5 by shak-otay
May 5May 5 Author Localization 30 minutes ago, shak-otay said: can't you load the layout again after saving? I'm not entirely sure, I could be missing something due to lack of experience with these tools but I'm not finding anything.
May 5May 5 Supporter Ok, that's a minor issue(?) because you can copy it manually. Remains the hierarchy. We have 60 bytes per bone block. Somewhere the parent ids should be. The uint32 unknown is 1 always, so not the par id. Many skeleton formats have an extra hierarchy block, usually starting with FFFF (-1 for root). And the highest number there should be 31 dec. (apart from said FFFF). Edited May 5May 5 by shak-otay
May 5May 5 Author Localization 16 minutes ago, shak-otay said: Ok, that's a minor issue(?) because you can copy it manually. Remains the hierarchy. We have 60 bytes per bone block. Somewhere the parent ids should be. The uint32 unknown is 1 always, so not the par id. Many skeleton formats have an extra hierarchy block, usually starting with FFFF (-1 for root). And the highest number there should be 31 dec. (apart from said FFFF). You were able to figure out the hierarchy for Reverend right, do you remember what your settings for that were?
May 5May 5 Supporter 13 minutes ago, Hell Inspector said: You were able to figure out the hierarchy for Reverend right, do you remember what your settings for that were? I fear I created it manually in an smd file without using ASH. But here's the hierarchy for the birdy. Though I have no idea how to add it to ASH. For the "jumble of bones" you mentioned: the matrices block for birdy ends at 0x929 somehow, so 14 bones to care for in a first run. It continues at 0xA9D (?) Edited May 5May 5 by shak-otay
May 5May 5 Author Localization 11 minutes ago, shak-otay said: I fear I created it manually in an smd file without using ASH. But here's the hierarchy for the birdy. Though I have no idea how to add it to ASH. For the "jumble of bones" you mentioned: the matrices block for birdy ends at 0x929 somehow, so 14 bones to care for in a first run. It continues at 0xA9D (?) I know texture data starts at 0x1D51 so I'm thinking anything between 0x318 and 0x1D51 could as well be skeleton/animation data, looking in the file list inside the file itself it shows that there are two animations here "Birdy1Fly:ani Birdy1Idle:ani" so I'm sure those could be useful for a skeleton rest pose? At least I think they're skeleton/animation data, I can visually cut the file down into three segments. 0x318 = Start of Animation Data? 0x1D51 = Start of Texture Data 0x13752 = Start of Mesh Data Edited May 5May 5 by Hell Inspector Added extra info
May 5May 5 Supporter From 0x319, blocks 9 DWords per line (36 bytes), it has strange values (doesn't work as float matrices): address 0x319: 365 2663 1 377 4447 1 391 5663 1 406 6099 1 415 6175 1 425 5947 1 436 6023 1 448 5795 1 458 5871 1 0 5691 2 0 0 1 5703 1 0 0 1 5719 1 0 0 1 5735 1 0 0 1 5751 1 0 0 1 5767 1 0 0 1 5783 1 0 0 2 5795 0 631 1 2 5871 0 643 1 2 5947 0 607 1 2 6023 0 619 1 2 6099 0 583 1 2 6175 0 595 1 3 2663 2 547 6 4 4447 0 559 0 4 5663 0 571 0 5839 469 795 5915 492 815 5991 469 835 6067 492 855 6143 469 875 6219 492 895 2707 519 915 2711 524 915 2715 519 915 2719 535 915 2723 519 915 2727 406 915 6 address 0x559: 15 15 15 15 15 15 15 15 15 The key is to understand the matrices blocks from 0x5E1 (I'll check that tomorrow, good night). You can see from ASH, Data interpretation that the chosen parameters must be wrong: 6 - Bip01_LWing1 T: 0.247 4.2e-45 0.972 R: -90 -4.01e-43 7.26e-07 S: 0.688 0.237 0.726 9 - Bip01_RWing1 T: 1.84e-40 1 0.943 R: 90 -6.6e-06 3.19e-41 S: 0.0979 0.334 0.151 Scale should be identical and transforms symmetrical which is both not the case. Edited May 5May 5 by shak-otay
May 6May 6 Supporter I checked different possibilities for birdy's bones' positions but all skeletons look weird: edit: stuck again with reverend english's skeleton data, as long as no one can confirm the position values (green?): Edited May 6May 6 by shak-otay
May 6May 6 Author Localization 6 hours ago, shak-otay said: I checked different possibilities for birdy's bones' positions but all skeletons look weird: edit: stuck again with reverend english's skeleton data, as long as no one can confirm the position values (green?): I wonder if there's a certain format setting we're missing, I know from the other examples you sent a while back they had a bit more settings to them so I wonder if some of those could apply.
May 6May 6 Supporter The problem atm are not the settings for ASH, if you mean that. I'm just not getting proper positions from basic checks (using hex2obj, for example). (I'll send you an smd example.) (Which "other examples" are you talking of?)
May 6May 6 Author Localization 48 minutes ago, shak-otay said: (Which "other examples" are you talking of?) I was referring to the other forum links that you sent for more reference on these tools.
May 7May 7 Supporter Ok. No more time to waste - best idea would be to create a skeleton from the mesh (WallaceAvatar_English): WallaceAvatar_English_1.zip
May 7May 7 Author Localization 48 minutes ago, shak-otay said: Ok. No more time to waste - best idea would be to create a skeleton from the mesh (WallaceAvatar_English): WallaceAvatar_English_1.zip 20.21 kB · 0 downloads If it's like a completely custom skeleton, I've already done similar with Advanced Mesh Reaper - Xtreme though none of the bones are parented, named or in the correct position wallace.zip
May 8May 8 Supporter Well, time to be creative, isn't it? (The following may be wrong but it shows a path...) Why not try to adjust the skeleton? Hierarchy, clavicle - upper_arm - lower_arm - hand is simple (but what is what with generated bone names?) Checking for symmetries is simple, too. bone 3,4 6,7 9,10 11,12 13,14 15,16 Still dunno what is what, so let's start building some hierarchy: 15 13 11 9 6 3 and 16 14 12 10 7 4 skeleton looks strange: Step2 (cutting bone chaines into upper and lower part): First thought, that I had confused arms and legs, but they move as expected, more or less (there's some influence on upper body when moving a leg, for example): to do: position of spine bones has to be adjusted, I guess hierarchy must be corrected wrong influences have to be removed and what not, rotations required, of course, they are 0.0 0.0 0.0 atm Maybe trick around with the smd file yourself. (Other than in the pictures I've corrected bone_1 parent ID 0 to 5 temporary now.) Bone_8 might be spine_x? For the .dae there's a vertical offset between upper and lower bones for some reason. edit: scaled the mesh up instead of adjusting bones' lengths: wallaceout.zip Edited May 9May 9 by shak-otay
May 9May 9 Author Localization I have found another file with a possible simple skeleton, this one's different as there aren't any animations attached to it. It's just a static projectile prop. Gumballglobe.zip On 5/4/2026 at 10:21 PM, Hell Inspector said: Sorry if this is a late bump but I'm not sure if I've stumbled on more skeleton data or not, I found out that the birdy.ovl file actually has duplicate data in one of the main level files for some shared object junk and in both the separate file and the level file have the same weird chunk of data between the textures and the mesh data itself but it looks very basic so I'm not entirely sure if anything here is useful. Update on this bit of data, this is actually for Vertex Buffer and possible Face Buffer info (I say possible cause I haven't found a correct face count yet) Edited May 9May 9 by Hell Inspector removed redundant word
Create an account or sign in to comment