The files I wanted to upload?
I can not find.
So I'll explain as I go.
I use xvi32 hex editor.
Here's the break down of the area we are interested in.
With the Hex editor you use, search for the ID posted above.
That will take you to the 3D object it the dat itself and you will see this line:
c7 0b ed 9f 12 a0 c2 e7 00 60 01 00 00
we are interested in the 60 01 00 00, it equal the Verts of the object.
60 01 00 00 = 366, We need to jump down in Hex after we convert our jump length.
The jump length is 366 x 3 x 4 + 1 = 4393
Why that must be done is simple.
A Vert is 3 readings for the X Y Z placement and the dat uses 4 bytes for each axis. So a Vert is 12 bytes long, plus we need 1 to hit the faces count.
Start from the last 00 in the 60 01 00 00
This will place you at the Faces section of the model.
This is where I made the adjustments that changed the oar colors.
You should be at B8 02 00 00 which = 696 which is our faces count.
We need to jump down once again.
The math for that is 696 x 13 = 9048
Why 13?
Each Face takes 12 bytes PLUS a texture assignment.
It's the texture assignment we need to change.
Why must we change this?
Texture assignment works like this.
00 is the base texture.
01 is the next texture,
02 the next and on and on.
BUT if only one texture is assigned in the dat?
It gets goofy as the numbers roll over.
01 = 00
02 = 00
And such as we don't have enuff textures assigned.
Adding textures to the dat only partly fixes things.
We want a complete solution.
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