Hi there, just joined here as well as xentax as I've been looking into the model format of 'the getaway' after using aluigi's tool to unpack the .pak file. Thought there might be some different people here who might have some ideas.
Saw that the engine was the same base as god of war and there was some discussion of that games 3d format here so used that as a starting point. Doesn't seem like hex2obj would like this format as I think the faces must be inferred through tri-strips.
This is my idea so far of the mesh format:
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6D 6F 64 65 6C 00 00 00 "model" header
A0 00 00 00 20 67 23 00 Some kind of generic parameters for "model" container? (40 byte fixed length)
00 00 00 00 6B BF 67 43
00 00 00 00 87 14 6D 43
A3 0E 1C 0C 07 00 09 00
01 00 00 CD 00 00 00 00
00 80 02 69 07 00 1C 0C Beginning of sub-mesh/element, thought 02 in tag meant 'two vertices' from similarity with next tag but first byte after tag (07) always matches vert number in next tag so this fixed length block (12 byte) must be some sub-mesh properties
08 00 CD CD 00 00 00 00
02 80 07 69 00 7D 00 7D Vertices - third byte in tag is count
00 00 00 83 00 7D 00 00
00 7D 43 5C 00 00 00 83
43 5C 00 00 00 7D 43 5C
00 00 00 83 00 00 00 00
00 7D 00 00 00 00 00 00
01 80 07 6A 00 00 80 00 Normal - 7 x 3(3x1 byte) with zero padding keeping 8 byte alignment, ps2 is 64bit
00 80 01 00 81 00 00 81
00 00 80 00 00 81 01 00
81 00 00 00 00 00 00 00
00 80 07 65 3E 00 00 00 UV - 7 x 4(2x2 byte)
33 03 00 00 3E 00 8C 04
33 03 8C 04 3E 00 8C 04
33 03 EB 00 3E 00 EB 00
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Guessed the normals and UV would be the same as God Of War - FurryFan on Xentax found the same two 4 byte tags there, vertices seem to have '69' instead of '6D' in tag, maybe devs were feeling naughty.
http://forum.xentax.com/viewtopic.php?f ... 272#p68272