6 hours ago6 hr awhile back i asked for help on the texture format for the rid game@DKDave quickly figured it out so credits to him and did figure out the format for the model which was part of the examples ziphe posted how and i made it into a template for modelresearcherhoweverthe template only worked on ironhide as other models had issues when i looked into how the template worked for ironhide i found out somethingthe model format has no header and is unique in a way that a template wouldnt workand since i dont how to write a noesis script i am going to show you how to import the model in modelresearcherthe first 4 bytes are important very importantfor the verticesget the first 4 bytes which is in case for our example beeside is 41 0c 00 00 so set the offset by 0x4and make sure the end block ends before the 2nd instance of the magic 4 bytesand when you hit render you get the verticesfor the facesin faces set type to shortstart the offset at 00 00 02 00 it is usually the starting face offset and before it is 4 bytes which end with a single 00and end the end block before the final 4 bytes which are usually 00 00 00 00for the uvs get the byte that is after the 3rd instance of the magic 4 bytes and use the same count as the vertices which the end block ends at the start of the 00 00 00 00 that is before the 4th instance of the magic 4 bytesoptional but for normals from @DKDave 's researchsame count as the vertices and uvs the offset is of course the byte after the 2nd instance of the magic 4 bytesremember the uvs are upside down when exporteda way that i fixed it is insert a plane into the model and using the constrain image pixels fit S and Y and -1 and delete the planewithout custom normalswith custom normals Edited 6 hours ago6 hr by wedjklwkerfjgfkewgfh43ertg
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