Help with Hex2Obj

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
Liddius
Posts: 10
Joined: Tue Aug 14, 2018 10:36 pm

Help with Hex2Obj

Post by Liddius »

Hi,

I have more or less understood how it works but I think I must miss something.

Here, I'm selectioning the Start and End face adresses :

Start face
Image

End face
Image

Then, I'm more or less sure than the FVF size is 48 because it works well, I tried others (20...52...100 etc.), 48 is the only size I get a result.

The models I get
Image

But in Pointcloud, here is what I have first
Image

Just for test, I increased the vertices count and here is what I have and what I what (but even, the model seems not complet)
Image

Can you tell me what am I doing wrong please ? (I don't mind the UV for now)

I attached the file I'm using, you can see the value on the images.
akderebur
Posts: 68
Joined: Wed Nov 15, 2017 1:54 pm

Re: Help with Hex2Obj

Post by akderebur »

Basically your counts and offsets are wrong. Use my values as a reference.

Image

You vertex count is wrong. Also you can't just load any index data with any vertex data. It is true that there are indices starting at 0x112C50, but they are not the indices for the vertices at the start of the file. As you can see in my screenshot, the indices start at 0x1ABE0.

Once you get the counts correct, you should be fine.
Liddius
Posts: 10
Joined: Tue Aug 14, 2018 10:36 pm

Re: Help with Hex2Obj

Post by Liddius »

I have trouble understanding, I can not do as with the hat? I should always use the first indice I find to make the other submeshes?

"the indices start at 0x1ABE0", so I use 0x1ABE0 in the start adress of face and then I find the "end adress" of the all file and make calcul from there ?

I'm not an english speaker so I surely misinterpreted what you said.
akderebur
Posts: 68
Joined: Wed Nov 15, 2017 1:54 pm

Re: Help with Hex2Obj

Post by akderebur »

What I am trying to say is that you have to find the correct vertex data for the index data you are loading. In your example you were trying load the indices at 0x112C50 with the vertices at 0x0. The vertex data for those indices starts at 0xE5170. So it should be like this.

Image

Try practicing a bit more, and I am sure you will get the hang of it.
Liddius
Posts: 10
Joined: Tue Aug 14, 2018 10:36 pm

Re: Help with Hex2Obj

Post by Liddius »

Ah ok, I was ignoring the start adress of vertices because I didn't need them for the Hat, now I know I need them (but why not with the hat ?).

Thanks.
akderebur
Posts: 68
Joined: Wed Nov 15, 2017 1:54 pm

Re: Help with Hex2Obj

Post by akderebur »

Liddius wrote:Ah ok, I was ignoring the start adress of vertices because I didn't need them for the Hat, now I know I need them (but why not with the hat ?).

What do you mean? They start at 0 :D
Liddius
Posts: 10
Joined: Tue Aug 14, 2018 10:36 pm

Re: Help with Hex2Obj

Post by Liddius »

Yes ofcourse, because that's the first models so it's 0, I'm confused but I will get it :)