Thread: J3D File Format
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Old 11-09-18, 02:35 PM   #14
Jeff-Groves
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Following the header I described is a large block of data which includes the vets and faces of the 3D objects. Let's look at a chunk of that.

66 4C 41 BC BB D2 66 BF 6A AA 68 C1 00 00 00 00
55 55 AD AE 40 CA 2B 38 00 00 80 BF 00 00 00 00
00 00 00 00 16 F5 09 3F

This chunk gives us the verts, an unknown I suspect may be tangents, and our texture co-ords. We read them all as floats.

66 4C 41 BC BB D2 66 BF 6A AA 68 C1 = v 0.011798 -0.901653 -14.541605

00 00 00 00 = seems always the same. maybe a divider?

55 55 AD AE 40 CA 2B 38 00 00 80 BF = unknown. Maybe tangents?

00 00 00 00 00 00 00 00 16 F5 09 3F = tex co-ords. 0.000000 0.000000 0.538996
This one is interesting as so far as I have found the 3rd co-ord of 0.538996 must be subtracted from 1 to get the proper number.
Then moved to the secondary position on export! vt 0.000000 0.461104 0.000000

If someone could send me a couple of the Games original 3D files that may help.
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Last edited by Jeff-Groves; 11-09-18 at 03:10 PM.
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