Ultimate Spider-Man 2005 DAT Files
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- Posts: 2
- Joined: Tue Mar 16, 2021 3:24 am
Ultimate Spider-Man 2005 DAT Files
Hey guys! I'm new to this site and decided to register because the users on this site seem to very knowledgeable in 3D models and software. Recently I have been trying to find some sort of program that could help me view the DAT files from the Ultimate Spider-Man 2005 game that come in PC packs. I've looked into the DAT files and see stuff like information regarding animations or skeletons to the models and textures, is it possible to somehow view these DAT files in 3D format and maybe export them as OBJ or FBX files so I can open them on Maya or something? Any information would be helpful thank you!
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- Posts: 647
- Joined: Tue Jul 24, 2018 8:52 am
Re: Ultimate Spider-Man 2005 DAT Files
Since you provided no samples I had to track down the game. Here is what I found.
This seems to be right for the vertex.
Looking at the face data seems to give an error.
This looks like the start. Yet it don't look right in the 3D view.
UV's seem to be correct
They start just after the vertex data.
I could just be off on the faces but i looked through the file and didn't see any other starting point really with enough faces to cover all these vertex. Here is the sample I was working on.
This seems to be right for the vertex.
Looking at the face data seems to give an error.
This looks like the start. Yet it don't look right in the 3D view.
UV's seem to be correct
They start just after the vertex data.
I could just be off on the faces but i looked through the file and didn't see any other starting point really with enough faces to cover all these vertex. Here is the sample I was working on.
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- Posts: 2
- Joined: Tue Mar 16, 2021 3:24 am
Re: Ultimate Spider-Man 2005 DAT Files
DJ Normality wrote:Since you provided no samples I had to track down the game. Here is what I found.
This seems to be right for the vertex.
Looking at the face data seems to give an error.
This looks like the start. Yet it don't look right in the 3D view.
UV's seem to be correct
They start just after the vertex data.
I could just be off on the faces but i looked through the file and didn't see any other starting point really with enough faces to cover all these vertex. Here is the sample I was working on.
Hey wow thank you for responding to my post! Sorry for not providing any samples myself I didn't think of that. I just downloaded the model researcher you showed in the screen shot. I've never used this before, could you give me a rundown on how exactly I can do what you did? As in load in the meshes or whatever it is in the pack files and see it show in the 3D viewer. Would I be able to get skeleton information from something like this too to export as a rig? Sorry for the abundance of questions and again I really appreciate you looking into this for me. If it makes it easier for you, is there another way I could communicate with you or should this all stay here on the site?
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- Posts: 647
- Joined: Tue Jul 24, 2018 8:52 am
Re: Ultimate Spider-Man 2005 DAT Files
Im on discord. https://discord.gg/4ZSYajEpDq
And I made a little thing here:
89 55 56 89 12 54 - Vertex
34 80 3F 21 80 3F - UV
00 01 00 02 00 03 - Faces
thats the best i can give ya
you can ususally see a gap in UV data. ex
22 80 3F 00 00 14 80 3F 00 00 00
29 80 3F 00 00 14 80 3F 00 00 00
34 80 3F 00 00 14 80 3F 00 00 00
27 80 3F 00 00 14 80 3F 00 00 00
facess will always have a gap of 00 ex
00 01 00 02 00 03
00 04 00 05 00 06
and Vertex are tricy but can range from (-) to (+)
so in the example 89 55 56 89 12 54
These are all over the place
89 = 137 but you can usally see that repeating
89 55 22 89 65 3E
89 14 56 89 12 54
89 55 2889 18 4E
Then when a new set of vertex come it it switches to say 40
40 55 23 32 04 43
40 32 44 ...ect
Someone might jump on and make a script for this seem rather easy just that face issue.
And I made a little thing here:
89 55 56 89 12 54 - Vertex
34 80 3F 21 80 3F - UV
00 01 00 02 00 03 - Faces
thats the best i can give ya
you can ususally see a gap in UV data. ex
22 80 3F 00 00 14 80 3F 00 00 00
29 80 3F 00 00 14 80 3F 00 00 00
34 80 3F 00 00 14 80 3F 00 00 00
27 80 3F 00 00 14 80 3F 00 00 00
facess will always have a gap of 00 ex
00 01 00 02 00 03
00 04 00 05 00 06
and Vertex are tricy but can range from (-) to (+)
so in the example 89 55 56 89 12 54
These are all over the place
89 = 137 but you can usally see that repeating
89 55 22 89 65 3E
89 14 56 89 12 54
89 55 2889 18 4E
Then when a new set of vertex come it it switches to say 40
40 55 23 32 04 43
40 32 44 ...ect
Someone might jump on and make a script for this seem rather easy just that face issue.