ok i found the format for this file but i don't know how to make a maxscript so maybe someone can help me what this file and can you make this a max script i really like this game and im trying to mod it im going to find out how to make a exporter for this file too and the format is below and a file sample is right here http://www.mediafire.com/download/163po ... ed_116.bin
Models are found in the amo files
Format of the amo files
Header Format:
4ByteOffset:ToFileIndex
4ByteUnknown
4ByteUnknown
4ByteInteger#NumberofConnections
4ByteOffset:ToConnections
4ByteInteger#NumberofAMGfiles
4ByteOffset:ToAMGFileIndex (repeated)
4ByteInteger#Unknown
4ByteOffset:ToNameIndexofMainMesh
AMGFileIndex Format:
{4ByteAbsoluteOffsetToAMGFile}
Connections Format:
Each entry is a 32ByteArray
{ConnectionCount (Starting from 0 going to #NumberofConnection minus one), AbsoluteOffsetTo SupplementaryArrayEntry, 4ByteConnection#1Pointer (00000000 if not used), 4ByteConnection#2Pointer (00000000 if not used), 4ByteConnection#3Pointer (00000000 if not used), 00 00 00 00 00 00 00 00 00 00 00 00}
SupplementaryArray Format:
This is nested, with each base connection having at least one entry starting at the AbsoluteOffsetTo SupplementaryArrayEntry
and ending at the next base connections's entry. The last base connection's entry ends at the start of the first AMGfile.
Format of each 16Byte Entry:
{4ByteIdentitfier(00000000 means use the raw base connections number, anything else means unknown), 4ByteEntryNumber, 4ByteAbsoluteOffsetToMatrix, 00 00 00 00} The Matrix is within AMG files so it will be discussed in that section of this page.
Format of the amg files
Header Format:
23 41 4D 47
4ByteIntegerRelativeOffsetToStartofFile
00 00 00 00
04 00 00 00
4Byte#NumberofMeshGroups
4ByteIntegerRelativeOffsetToStartofFile (repeated)
4ByteInteger#Unknown(bone animation releated??)
4ByteIntegerSizeofAMGfile
80ByteArrayPerEachMeshGroup:{48ByteFloatingPointMatrix, 32ByteUnknown}
00 00 00 00
4ByteRelativeOffsetToStartofMainSection
00 00 00 00
4ByteRelativeOffsetToEndofLastSubMesh
END of Header
Begin Start of Main amg Section:
4Byte#NumberOfSubMeshes
4ByteOffset(RelativeToMain)To:SubMeshList
00 00 00 00
00 00 00 00
{SubMeshOffsetStart(RelativeToMain)}
SubMesh Format
8ByteSubMeshType (All SubDivisions will share the same type within a given submesh)
8ByteUnknown
48ByteArrayofFloatingPointMatrix
96ByteUnknown
SubMesh SubDivision Format
12ByteUnknown
00 C0 'QQ' 6C
4ByteUnknown
4ByteInteger#NumberOfVertexesinSubDivsion
4ByteUnknown
4ByteUnknown
Followed By the Vertexes which will be in one of three types:
Type 'B5 01 00 00 BD 29 00 00' format:
{4ByteFloatingPointVertexes(X,Y,Z), 4ByteFloatWeight#1, 4ByteFloatingPointNormalMappings(X,Y,Z), 4ByteFloatWeight#2, 4ByteFloatingPointTextureUVMappings(U,V), 4ByteFloatWeight#3, 00 00 00 00}
Type 'B4 01 00 00 B4 01 00 00' format:
{4ByteFloatingPointVertexes(X,Y,Z), 4ByteFloatWeight#1, 4ByteFloatingPointTextureUVMappings(U,V), 4ByteFloatWeight#2, 00 00 00 00}
Type '90 01 00 00 90 01 00 00' format:
{4ByteFloatingPointVertexes(X,Y,Z), 4ByteFloatWeight#1}
SubDivisions occur in sequence until the end of the SubMesh.
DBZ Budokai 3
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- Posts: 40
- Joined: Mon Sep 15, 2014 5:13 am
Re: DBZ Budokai 3
Faces are built as the vertices are. I don't know what the developers were thinking. This format feels so alien compared to others. I've attached a script but its still very incomplete.
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- Posts: 38
- Joined: Sat Dec 20, 2014 5:14 pm
Re: DBZ Budokai 3
Interesting, I've never seen that in a format before.