yobj news - ERI619 - 07-23-2014
Well there is way,brienj made a plugin for 3DSMax to import and export Yobj models.
Can someone try the ps2 models in 3DSMax using this plugin?
Attachments:
yobj news - HARDX36 - 07-23-2014
this was also posted on xentax forum long time ago
Quote: Wrote:{ } -
YOBJ files
(Magic Header -- 8 bytes)
char magic[4];
int fileSize1; //(less POFO section)
(Data Header -- 72 bytes)
int null1;
int fileSize2; //(same as above)
int null2;
int null3;
int numBlockHeaders;
int numBones;
int numMaterials;
int constant1; //(always 64)
int boneOffset; //(offset from Data Header start)
int matNamesOffset; //(offset from Data Header start)
int meshNamesOffset; //(offset from Data Header start)
int constant2; //(always 1)
int null4;
int null5;
int null6;
int null7;
(Block Header -- 64 bytes)
int numHeaders;
int numMeshesInBlock;
int blockStartOffset; //(offset from Data Header start)
int blockEndOffset; //(offset from Data Header start)
int null1;
int constant1; //(always 1)
int vertexStartOffset; //(offset from Data Header start)
int vertexEndOffset; //(offset from Data Header start)
int num??;
int num??;
int num??
int null2;
float unknown1;
float unknown2;
float unknown3;
float unknown4;
(MeshBlockHeader -- 32 bytes * numMeshesInBlock)
int numVertices; //(vertices are 16 bytes each)
int num??;
int verticesOffset;
int ??Offset;
int unknown1;
int unknown2;
int unknown3;
int unknown4;
yobj news - ryokudou - 07-23-2014
i don't know how i do this but i change lesnar right leg bones/mesh ^o)
yobj news - dadydodo - 07-23-2014
good work ryokudou just try to write anything about it
aksi ERI619 the 3dmax I have is 2012 version the plug-in works only on 2010 ,2011 ver
yobj news - ryokudou - 07-23-2014
it work like importing move (i think) since HARDX36 already post about the header i think we can try it.
but i still don't know which one is header,mesh or bones
this is my first speculation
![[Image: i3eaoi.jpg]](http://oi57.tinypic.com/i3eaoi.jpg)
![[Image: fw2uv.jpg]](http://oi61.tinypic.com/fw2uv.jpg)
this hex editing level is out of my level i'm afraid i can't help it anymore 
and bones/mesh splited to 6 part and have their own header :toast:
right leg
left leg
body
right arm
left arm
face/mouth
yobj news - HARDX36 - 07-24-2014
well i also tried on the bones and i think fixing the mouth on hctp model are going to be impossible or at least very hard
[img]http://i1312.photobucket.com/albums/t533/victhrash36/clip_2_zpscf2ca95a.png" loading="lazy" alt="[Image: clip_2_zpscf2ca95a.png]" class="mycode_img" />
i replaced lesnar mouth bones with the jericho svr09 model bones for the mouth and that happend
yobj news - Undertaker Fan - 07-24-2014
Atleast it worked. How does he look after fixing the textures?
yobj news - ryokudou - 07-24-2014
maybe we should replace the entire bones/maybe we replace the wrong file we replace mesh not bones. just speculation
yobj news - dadydodo - 07-24-2014
If it's about hexing I think I can do it as soon as I understand it
ryokudou you say that it works like importing & exporting moves let me tell u something brother
the easiest thing for me in hacking svr is importing & exporting moves so just give me any details u might understand because I open yobj in hex and can't deal with it in any thing (according to hardx36 post) the only things I knew is on the first line contains the size from 8 to the begin of (pof word) and on the second line the first byte always the count of the textures txc files nothing more so I need to understand thee header that you pictured (where is the offset -the size of the file -the begin & the end ) and I will try to work on it
yobj news - ryokudou - 07-24-2014
no i mean import move is import entrance move, well if not i'm sorry i don't really that good at hexing
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