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Analysing a model with Model Researcher, output is a bit weird


Jille
Go to solution Solved by Durik256,

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Hi all!

I am currently analysing a 3D model format, with the following data structure:

image.thumb.png.c880fc27fa6d77a1a5d5d29ec61b82a7.png

 

Which translates to the following model of (part of) a Porsche 911 GT2RS:

image.png.42cc3c617d4e0f393383f12e378b3913.png

 

All vertices seem to be allright and the end of the block lines up with what I've seen in 010 Editor.
However, when I try to map the faces, thigs becomes a bit.... cheesestringy... 
Who has any idea what I'm doing wrong here? Thanks in advance!

image.thumb.png.bae8bbc1aedac3fcd034f1aa47bb58c9.png

 

Closeup:

image.thumb.png.df721259ad88a0a48979b961b4bd6623.png

Edited by Jille
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1 hour ago, Jille said:

cheesestringy... 

I think your model is divided into submesh, and each submesh has its own piece of vertices. you need to specify the offset of faces and vertices for each submesh

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Ahh, yes, you are totally right, that's exactly the case!
Submesh 0, without any cheesestrings 😄 


image.thumb.png.ba6b9891ff30c70f21e70d59fe5118cd.png

And there are 6 more that build on this.
Now I have to convert this data to something useful with Python 😄 

Thanks!
 

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Posted (edited)

Because it's not a game! It's car infotainment 🙂.

 

I'll share the meshfile. It's made in some proprietary tool, called Esel Studio, and the full (big!) conainer file has an .iaa extension. I figured out most of the file format, which was a fun exercise 😄 I am writing a converter in Python, to export all relevant data to a format I can work with 🙂 

CarModel3D-variant-992-gt3-rs.iaa_5_IAA_CT_MESH.bin.zip

Edited by Jille
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  • Solution
3 hours ago, Jille said:

I'll share the meshfile

i made plugin for Noesis fmt_iaa.py

strange, but some meshes are simply huge compared to others

 

I changed the extension to *.iaa_mesh to avoid format conflicts in Noesis. (I have a lot of plugins for .bin) xd

I also added a flag to disable dividing the mesh into submeshes

Без имени-3.png

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Posted (edited)

Wow, you are fast! 🤯

I was still tinkering in python 😅 thanks! I'll do some testing with the various models.

I dont understand why they made the wheels huge compared to the body 😂

In the overarching container files, there are also materials, cameras, render settings and textures and a dictionary with all the names for the parts and files. Maybe it's useful for people who want to import official factory 3d models into a game 😏 ps: thanks for pointing me to Noesis! 

 

 

Edit: Works like a charm!! Tested with some files from other brands as well, that have a slightly better scaling 😉 
image.png.98b0b3f7d419d058176b2f365047466d.png

Edited by Jille
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@Durik256, I had a look at your code, and if it's ok with you, I'll try to extend it with objectnames, textures and materials 🙂 

The .iaa container has a bunch of blocks inside, compressed with some proprietary RLE compression format. I'll make a script to uncompress each block on the fly, and feed the resulting bitstreams to Noesis. That way the complete mesh, including textures, materials and correct names for everything can be imported. 

In the past, I've done similar stuff with other infotainment systems, but that was limited to replacing 2D graphics. Some of the proof of concept pictures (I like to replace with something different than a car, as a proof of concept, otherwise people might not see what's new). 

image.thumb.png.c46a05229b946f3ac55ad11aaea6a5c1.png

image.png.fb0569644b8406cda349f66fb50a05ea.png

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17 minutes ago, Durik256 said:

yep.

do you understand compression algorithms?

ps. о, я вижу кириллицу)

Yes, I find it a lot of fun 😄

Not Russian by the way, this picture was from a Russian friend who put the image in his radio 

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