July 22, 20242 yr Supporter This topic is for discussion of the 3D Model (.mesh) File Format used by the NetEase NeoX Engine.
July 22, 20242 yr Supporter I, as an outsider who is not familiar with this, would advise you to share samples, and available information, such as: "are there tools for this, what versions of .mesh files exist, what are the problems with these files, etc"
July 22, 20242 yr Author Supporter 6 minutes ago, Durik256 said: I, as an outsider who is not familiar with this, would advise you to share samples, and available information, such as: "are there tools for this, what versions of .mesh files exist, what are the problems with these files, etc" This is a WIP topic, it was hastily made in order to move the discussion out of a file support thread. I will be editing the main post later with more resources.
July 27, 20241 yr How do I extract textures? It seems like it didn't extract any useful game textures.
July 28, 20241 yr Author Supporter 2 hours ago, Fantasy said: How do I extract textures? It seems like it didn't extract any useful game textures. Model textures can be found as PNG, DDS, TGA, and PVR files.
July 28, 20241 yr 11 hours ago, TeaEffTeu said: 模型纹理可以作为 PNG、DDS、TGA 和 PVR 文件找到。 After using bms, I only see the RAW file but I don't know how to open it. It doesn't seem to be a texture, and it doesn't work properly even after trying to convert its format. Please give me some guidance. I appreciate it. Edited July 28, 20241 yr by Fantasy
July 28, 20241 yr Could you please provide more details about the version number of the game title you extracted? This will help me assist you better
July 29, 20241 yr I encountered some issues while trying to open .mesh file from Identity V using nexo_tools developed by zhouhang95(https://github.com/zhouhang95/neox_tools/). I have uploaded these files here for collective analysis and discussion. Identity V_mesh.zip
August 15, 20241 yr Hello there i have done some digging and i have reversed some stuff, here is what i found out about the .mesh format. First of all its a binary model with the header: 34 80 C8 BB This model format does not only store vertex data but also the skeletal bones and weighs configuration kind of like an fbx file. If the model has bones they will be defined near the top of the file as strings after the header and terminated with null bytes. Neox engine animates the skeletal rigs with another binary animation file. Neox has prefabs in the form of an xml file, with the file extention .gim we can see this kind of like the prefabs in Unity, they store the material associated with the model, the collision bounding, along with other stuff. The materials in neox are yet another .xml file with the extention .mtg these store the texture paths along with some other variables. So if you have the f filenames recovered from the extraction the fastest way to rebind the correct texture would be to read the contents of the .gim file that points to the material .mtg file and from there read the paths of the textures. Edited August 15, 20241 yr by jjo0
August 25, 20241 yr On 7/22/2024 at 3:31 AM, Durik256 said: I, as an outsider who is not familiar with this, would advise you to share samples, and available information, such as: "are there tools for this, what versions of .mesh files exist, what are the problems with these files, etc" here's some samples, a bit different from your recent .mesh parsing jhd0217.zip
August 25, 20241 yr for .pvr textures offset - 34 albedo - BC1 (DXT1) control - BC1 (DXT1) normal - BC3 (DXT5)
January 12, 20251 yr On 8/15/2024 at 11:00 PM, jjo0 said: Hello there i have done some digging and i have reversed some stuff, here is what i found out about the .mesh format. First of all its a binary model with the header: 34 80 C8 BB This model format does not only store vertex data but also the skeletal bones and weighs configuration kind of like an fbx file. If the model has bones they will be defined near the top of the file as strings after the header and terminated with null bytes. Neox engine animates the skeletal rigs with another binary animation file. Neox has prefabs in the form of an xml file, with the file extention .gim we can see this kind of like the prefabs in Unity, they store the material associated with the model, the collision bounding, along with other stuff. The materials in neox are yet another .xml file with the extention .mtg these store the texture paths along with some other variables. So if you have the f filenames recovered from the extraction the fastest way to rebind the correct texture would be to read the contents of the .gim file that points to the material .mtg file and from there read the paths of the textures. I quite agree. However, it's rather difficult to restore the original file path. Do you have any good methods?
January 16, 20251 yr On 8/15/2024 at 11:00 PM, jjo0 said: Hello there i have done some digging and i have reversed some stuff, here is what i found out about the .mesh format. First of all its a binary model with the header: 34 80 C8 BB This model format does not only store vertex data but also the skeletal bones and weighs configuration kind of like an fbx file. If the model has bones they will be defined near the top of the file as strings after the header and terminated with null bytes. Neox engine animates the skeletal rigs with another binary animation file. Neox has prefabs in the form of an xml file, with the file extention .gim we can see this kind of like the prefabs in Unity, they store the material associated with the model, the collision bounding, along with other stuff. The materials in neox are yet another .xml file with the extention .mtg these store the texture paths along with some other variables. So if you have the f filenames recovered from the extraction the fastest way to rebind the correct texture would be to read the contents of the .gim file that points to the material .mtg file and from there read the paths of the textures. I have a mesh file here. If possible, could you please help me analyze the following? example.zip
January 16, 20251 yr Supporter IdentityV-23869-dat-mesh: example.mesh (7 bone names contained): Edited January 16, 20251 yr by shak-otay
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