August 17, 20241 yr Localization i was able to extract the stm formats (exient streamed envirnoment) of the tracks with this scriptstm.zip, though the model is in a .dat file format, the rest of the models in the game uses .xgm, exient's properitary model format some of the files i was able to analyze inside: .mp1 - material file .tex - texture reference, game uses exient xgt .q02, .q03 - submesh references .pvs - scene file samples:stm extracted.zip extracted .stm https://mega.nz/file/4E8zHDJC#QczQ6FCOMqwbLZztg0rYsizyMPu7KCbPEHtTqrAHLUE original stm file (seedway track 1) https://mega.nz/file/EcNXHZgQ#L1iaxk8zRciJ0--D_le57zmMFVtSZmDdUUNtTeDGFNM blast off model https://mega.nz/file/ZEUwibYS#Y9SpTHJx1fMyTh44BCjiA6W2Hdy7OFQA9KSBpxNzEvA sub zero track 3 topic name is now changed because i found out other games than angry birds go use stm files Edited March 13, 20251 yr by testing4562145
August 18, 20241 yr Author Localization i have sent more samples, main post also updated https://mega.nz/file/5VcjGZwC#5v4Fsw71b96aaOMdOnXY0nkcvUnOMT5Pqy6LTVNh_ow rocky road track 2 https://mega.nz/file/5Rd12RBQ#OoH37aYyyYPsfG3ofSsF3cPke3KBPK9l0uTxze78k_0 rocky road track 3
August 19, 20241 yr Supporter Tracks are boring, aren't they? How about a car model sample? point cloud stunttrack3-dat
August 19, 20241 yr Author Localization the cars are stored in .xgm instead, i think transformers uses the same format for it's levels
August 23, 20241 yr On 8/19/2024 at 3:14 PM, testing4562145 said: the cars are stored in .xgm instead, i think transformers uses the same format for it's levels Yeah, they use xgm, and mariokart64n from XenHax already made a script that imports those into blender, levels and cars. Tho, AB Go's format is different. I tried importing Go's track meshes with this, but it didn't work. Maybe someone could modify this script to work with those files? XGM.py Edited August 23, 20241 yr by RoadKingGod
December 12, 20241 yr Supporter stm, .dat, .xgm. Nobody clearly said what is what. Somebody said .stm are tracks, another one said .xgm are models (cars) but no one knows what exactly their format is. No one wrote about the difference between Angry bird tracks and those of AB Go. So I have my doubts that anyone will care for the XGM.py script. Edited December 12, 20241 yr by shak-otay
December 14, 20241 yr Author Localization On 8/19/2024 at 3:14 PM, testing4562145 said: the cars are stored in .xgm instead, i think transformers uses the same format for it's levels this applies for the rest of the models besides the tracks (like the characters, objects, menu)
March 8, 20251 yr Author Localization On 12/12/2024 at 8:53 AM, shak-otay said: No one wrote about the difference between Angry bird tracks and those of AB Go you do refer the game differentely, the angry bird tracks are the thing i'm talking about, there's no differences except the way it's said
March 8, 20251 yr Supporter On 3/8/2025 at 10:55 AM, testing4562145 said: you do refer the game differentely, the angry bird tracks are the thing i'm talking about, Then you should change your thread's title which is "angry birds go track extraction" Quote there's no differences except the way it's said "the way it's said"? What does that mean? Edited March 9, 20251 yr by shak-otay
March 13, 20251 yr Author Localization f1 2016 uses the same engine so i'm going to share the stm files as well, they're much bigger than the angry birds go ones https://mega.nz/folder/UJFg1RAC#1B0gfuNUQjYZiCrCNOL82g
August 26, 2025Aug 26 On 17/8/2024 at 20:06, shak-otay said: Obtuve una nube de puntos de seguimiento del archivo .dat: Please explain to me how you got that point cloud from the .dat file, I need to know urgently.
August 26, 2025Aug 26 Supporter Hard to recall one year later, no matter how urgent it is. edit: I checked a .dat file and it's rather simple to get a point cloud. In a hex editor check for a block where the 4th dword in a 16 bytes row is FFFFFFFF (this may vary but the last byte usually is FF, afaics). So with an FVFsize of 16, a suiting vertex count and the 'noPtC' button in hex2obj switched to PtCld you get a view of a track when pressing the 'mesh' button. Edited August 26, 2025Aug 26 by shak-otay
August 28, 2025Aug 28 On 8/26/2025 at 5:36 AM, shak-otay said: Es difícil recordarlo un año después, por muy urgente que sea. Editar: Revisé un archivo .dat y es bastante sencillo obtener una nube de puntos. En un editor hexadecimal, busca un bloque donde el cuarto dword en una fila de 16 bytes sea FFFFFFFF (esto puede variar, pero el último byte suele ser FF, según tengo entendido). Entonces, con un FVFsize de 16, un conteo de vértices adecuado y el botón 'noPtC' en hex2obj cambiado a PtCld, obtiene una vista de una pista al presionar el botón 'malla'. Thank you so much, it will help me a lot to understand the track! My goal is to recover the Rocky Road secret path collision (because I removed the fence collision but the road has no collision), so I want to understand concepts first and go little by little, starting with the point cloud. Sorry for saying it was urgent. Honestly, I made a mistake when I said that. I don't know why I said it, but I really appreciate your help. Best regards. Edited August 28, 2025Aug 28 by Cookingcakes
Create an account or sign in to comment