Fate *.MDL

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
Anexenaumoon
Posts: 119
Joined: Sun Dec 27, 2015 10:22 pm

Fate *.MDL

Post by Anexenaumoon »

So recently was looking at these static mesh based files and I definitely have most of the format figured out. The main issue I'm having is parsing over the material table. If I'm correct the whole format is laid out as so:

-Texture + Material counts (0x4 = submesh count?)
-Material table. (possibly contains info of which triangles to apply the materials too.)
-face indice table as ints (0x4 before it = count)
-vertice count - 0x4 before it = count
-uint16 should = 1 (Refers to use the 1st face count provided in this mesh)
-uv indice table (ints, same count as faces)
-uv count uint32
-uv table

after that looks like some type of particle table or something, (don't know how that works). But the problem is, with models such as the statue, it has multiple textures to use. so that's the main problem. There has to be some way it interprets part of the table, because the statue definitely has at least two uv mapping layers. As well, the material entries all have different sizes (I don't know if the "FF"s pad it at all) but I'm a little stumped. Attached are samples below. If someone could look I would appreciate it!

~Eric

fate.zip

fate-2.zip


EDIT: Could the "brazier" model be possibly linked to the statue maybe?
Anexenaumoon
Posts: 119
Joined: Sun Dec 27, 2015 10:22 pm

Re: Fate *.MDL

Post by Anexenaumoon »

Once again, problem solved. Those two models were related. And I parsed out those headers now :).
zabrak
Posts: 2
Joined: Wed Jun 05, 2019 2:05 am

Re: Fate *.MDL

Post by zabrak »

Didn't see this thread before I saw the other one, do you mind sharing your notes on the file format? I'm interested in parsing and rendering these models myself!