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Old 11-09-18, 04:24 PM   #1
Jeff-Groves
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Now. After all the above stuff we come to the faces.
It's all pretty boring to me but you all want the information.
What happens with the j3d file is ALL verts and tex info is one large block with no separation of models. YET!
Now we look at the faces needed. Those also run as one large block with separation coming later in the file.
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Old 11-10-18, 04:36 PM   #2
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Again looking at the P4_Midget_Sub in 010 I jump to the faces section.
I get the jump address by multiplying the number of verts (4075) by 40 (which is the number of bytes in the chunk which gives us the verts and tex co-ords stuff) then add 20 for the header block.

I work with the 3DS file provided and export it from 3DS Max as an obj file.
3D Converter will also export as an obj if you have a registered version.
The trial will drop every 5th vert info. $50 USD for lifetime upgrades is a deal. And yes I have a registered version.
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Old 11-10-18, 04:58 PM   #3
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One thing that will make it easier to read and match the j3d file info to the exported obj file is to rotate the model on export.

Now the faces info.

If you jumped to position 163020 decimal your at the start of the faces info.
You will see:
01 00 02 00 00 00 02 00 03 00 00 00 03 00 04 00
00 00 04 00 05 00 00 00 05 00 06 00 00 00 06 00
Blah blah blah.

ADD 1 to each Short. So 01 00 should be converted to 2 for export.
02 00 would be 3, 03 00 would be 4, and on and on.

The current export options accumulate all the faces info! You will hit the
01 00 02 00 00 00 02 00 03 00 00 00 03 00 04 00
00 00 04 00 05 00 00 00 05 00 06 00 00 00 06 00
Blah blah blah.
stuff 5 times in the example sub I am working with.
I suspect that is just objects imported during the building of the unit.
I'll check other files to see if this holds true.

So read the 01 00 02 00 00 00 as such for faces:
2/2 3/3 1/1

Current export options will give you:
1/1 2/2 3/3 and so on.

Last edited by Jeff-Groves; 11-10-18 at 05:07 PM.
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Old 11-10-18, 05:18 PM   #4
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Working through the faces we come to some good stuff!
How to read all the info into a workable shape.
3D object converter is fantastic for giving me a lot of information here.
As a side note? I'm checking with a few old friends to see if I can get someone to write a new j3d exporter.
Looking at the files closer? I may install my old VC++ program and do a universal converter that reads the obj and mtl file to convert.
It is a pretty simple file structure. Almost a joke compared to Gr2 or even the dats used in SH Games.

Last edited by Jeff-Groves; 11-10-18 at 07:01 PM.
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Old 11-12-18, 11:47 AM   #5
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Bought and installed DW today so I can check more files.
Also got the decompress program in the downloads section.
I just stopped by home on a return trip from Connecticut for a few hours as I load gear for a job in Nashville. So I grabbed my VC++ stuff. I needed that anyway for other projects.
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Old 11-15-18, 03:11 PM   #6
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Here's the start of the 010 template for j3d files.
http://www.mediafire.com/file/f93une...bz/j3d.7z/file

This template will take you to the start of the faces.
It reads the file just as is!
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Old 11-15-18, 04:31 PM   #7
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Cool stuff. Keep it up!
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Old 12-02-18, 05:21 AM   #8
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Quote:
Originally Posted by Jeff-Groves View Post
Here's the start of the 010 template for j3d files.
http://www.mediafire.com/file/f93une...bz/j3d.7z/file

This template will take you to the start of the faces.
It reads the file just as is!

I'm replying to thank you now before I forget. It could be a few months before I chase this down properly. I've been very busy learning how to code (really) for my studies, so games modding has taken a backseat. As you'll see from my other posts, though, every few months I come back with questions and try a few more things. I'm not ignoring you!
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