6 hours ago6 hr I'm not sure if this is the right place to post this. it's not a help request or anything like that but I just wanted to share the binary template I created for the SF643D .modelgdb format.I made one for the final game (complete with all parameters) and one for the 2010 prototype (incomplete, covering only the geometry structure).SF643D_010Editor_Templates//The size is huge because it contains numerous node options and sub-options, all with specific identification IDs (as far as I recall, mine are 100% correct; I compared them against the .modelgdb.tex versions "original binary-to-text" conversions left behind in the game).//There are some .modelgdb models that contain "Node_Node" structures. These structures consist of matrix values attached to specific geometry IDs; for instance, a model located at the center of the scene might be moved to a different position based on a Node_Node referencing a specific geometry ID. Only about six models actually use this feature the rest simply use the final pose. I wrote a Noesis plugin to load these models, but the way these matrix-based nodes function makes them a nightmare to handle within a tool like Noesis. Consequently, my Noesis plugin is incomplete, and there are still some vertex formats whose structures I haven't figured out yet. This is the kind of format where it's better to build a specialized tool rather than trying to use Noesis.(If there are any errors or signs of amateurism in the template I created, I apologize; it’s the first template I’ve written that is this complex and large.)//If you want to test a sample here SF3D_modelgdb_sample.zip
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