Tuesday at 09:17 AM5 days Localization Hi, I'm trying to figure out how bone flags work in the game, since I'm working with some friends on exporting/importing models for this game. Unfortunately, I don't want to be selfish by not sharing the page (since we built it in HTML), but I can't post links like that. I'll send you a sample of what I've been working on for the game. The problem is this: The game expects bone flags that I don’t quite understand yet, since the vertices explode or get messed up. I’ve only managed to get as far as what’s shown in the image; I haven’t quite succeeded yet. I’ve run many tests, but honestly, I don’t understand it. I also tried looking into the source code, but I didn’t find anything. Maybe someone with some free time could help me achieve the perfect port. If so, I’ll give you credit on my GitHub when I release my HTML (along with the code resources). I’ll include samples of what I’ve managed to do, as well as samples of the original files and the buuhan fileSince I can't convert URLs like GitHub or downloads, I'm going to post the monstrous HTML I created for editing DBL files. Also, if you don't want to use the .bms file, I'll post the other HTML I've been working on to view .dbu files (replace/extract files) from the contentfiles.rarimage.pngimage.png files.rar
11 hours ago11 hr Supporter I just figured it out at meet the robinson. It use same skeleton.Here is struct. Alot of unknowns and guess work.float Rotation[12]; float Transform[3]; float Scale[1]; float Matrix4x4[16]; uint32 Unknown_0; uint32 Unknown_1; ubyte Unknown_2; ubyte Unknown_3; ubyte Unknown_4; ubyte Unknown_5; uint32 Unknown_6; uint32 Unknown_7; float BBoxMin[3]; float BBoxMax[3]; float BBoxRadius; char BoneName[16]; uint32 Unknown_8; uint32 ParentBoneId; ubyte Unknown_9; ubyte BoneId; ubyte Unknown_10; ubyte Unknown_11; uint32 Unknown_12; float BBoxMin0[3]; float BBoxMax0[3]; byte Reserved[8];
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