BLiNX: the time sweeper character model format

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
BLiNX Person
Posts: 8
Joined: Wed Feb 26, 2020 4:42 pm

BLiNX: the time sweeper character model format

Post by BLiNX Person »

Ripping stages and regular, non-animated stuff can be done with a python script known as PyBlinx, but the character models and anything with animation data is unable to be ripped with it. The models are stored in the sections of the xbe other than the header, d3d versions, sfd (sofdec video) version and .rdata.
BLiNX Person
Posts: 8
Joined: Wed Feb 26, 2020 4:42 pm

Re: BLiNX: the time sweeper character model format

Post by BLiNX Person »

The animations are also stored in them, the MDLPL ones starting at 0x9430C
BLiNX Person
Posts: 8
Joined: Wed Feb 26, 2020 4:42 pm

Re: BLiNX: the time sweeper character model format

Post by BLiNX Person »

Pointers that are right after texture lists go back to the first entry of the texture list it is after if that helps
BLiNX Person
Posts: 8
Joined: Wed Feb 26, 2020 4:42 pm

Re: BLiNX: the time sweeper character model format

Post by BLiNX Person »

Meaning if one points to the start of the file, add bytes to the start of it that are the same amount as the address in the pointer