Well, as We can't re-import to the Secondary.dat without wrecking the animations, I used a hex editor on the dat itself.
The structure of the files in SH3 and SH4 is pretty well documented and many of the older Modders that worked in hex in 'the old days' gave what knowledge they had to assist Skwasjer with S3D.
So, if you open the STOCK Secondary.dat in SH4 and export the
AM_SOL_MRNP_01 3d Model and then open one of the obj files with note pad you can see the problem.
Scroll down to the faces,
(they look like this)
f 17/1 35/4 38/3
f 38/3 12/2 17/1
f 151/219 150/218 3/5
f 3/5 28/8 151/219
f 278/9 147/12 106/11
and on and on............
You'll see they are broken up but call the same texture in the usemtl statements.
That's what I fixed by hexing the file.
Export the same 3d model from the adjusted Secondary.dat file and open it with Notepad and compare the difference.
You'll see two textures and 2 faces sections.
The second group of faces is the oar.
1st, I added the needed texture stuff with S3D.
(You'll see that in the dat I modified as calling wood.dds, which is a stock dds file in the tex folders.)
Next I wrote down the ID for the AM_SOL_MRNP_01 3D model.
In S3D, you see it as this:
0xe7c2a0129fed0bc7
In a Hex editor it's reversed:
c70bed9f12a0c2e7
I'm done with S3D at this point as it can't help us any further.
It's not designed to adjust every little thing and that's fine.
No one Tool for ANY job does everything!
Next post will be the hex editing part after I get some files uploaded you may want to assist following along.
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