Code Herder

Code Herder

Joined Member # 2939353
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Wow, I wrote char eh? Well, I guess I made a typo and then the evil copy paste did the rest . As for the unknown2 thats a good observation, I hadn't happened on a file with 2 set of texture. A more appropriate term would be a material I suppose as that's the term usually used for combination of properties for texturing. On another note, I've often seen model with one or two texture per material, some models like the shield even hav

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Well, I wouldn't know how they assign the various emitters, like engine exhaust, lights or weapons in max or maya I'm guessing it's a single vertex with a specific tag/name on it that's exported like you said. As for the entity files, well as far as I understand it for weapons you just specify damage output for each side of the ship: front, back, left, right. There's no firing points set in there. The firing points set in the mesh file are just cosmetic emitter of bullets, you can have

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Ok I've made a quick website that I've meant to be doing for a while to host the file. It's at : [link="http://roch.denis.googlepages.com/home"]Code Herer's website[/link] in the sins section.

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Therax: Well it's "easy" I could explain it to you but you need an hex editor and lots of patience. I can give you the file format doc. Also, you could wait a bit if you don't know how to use one, I'm hoping for a crude importer tommorow night depending on the amount of free time I have after work. Could be longer depending on how many snags I hit.

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Well, the extra values are not the hardpoints, I got that working. I found one, it was the distance at which it was switching from the 3d model to the 2d icon. Who would've thought this was in the model file . As for the shaders, maybe, maybe not. There might be parameters for them, I don't know. The bulk of the unknown data that I worry about is vertex data. There's 17 float value per vertex. I identified 3 position values, 2 textu

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Well, I can import the models now in milkshape 3d. I just need to make it work the other way around now . To be honest it would in theory work but there's a bunch of value I'm unsure of their use for now. Makes me think it probably won't work all that smoothly.

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You can't do max format I think. You can write an importer/exporter for max but max format is a mix of script and stuff if I remember correctly. I was thinking 3ds .

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Well, I found the vertices. Now it's only a question of time, looking at all the little missing bits to fully flesh out the file format. Then the part that I like less comes, I whish I could farm it out to someone else . I have to actually write the app to convert mesh to the sins format and make an editor to fiddle with sins specific attributes. It's not that it's hard, it's just time consuming

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Well, so far I managed to find out how to add guns to all my ships, move around or add stuff like engine exhausts etc. It's pretty neat to see a cap ship fire away with twice the amount of fire points. No vertex data yet thought ;(.

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Aw come on, how hard is it to mess with meshes But seriously, I did make some small progress. Some parts are starting to make sense after staring at multiple mesh files for a while. I was hoping for more clues in the format but oh well. At this point I really should try to look at the assembly but I don't want to go there, so I'm trying various things to get more clues. I tried spying a

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Hello, I was looking at the mesh files for sins and it looks like it's gonna be quite a bit of work to reverse engineer so I was wondering if anyone was already working on it or had reversed engineer the file format already. Doing the graphic editing suite for galciv wasn't too hard, I cheated by using the extremely cryptic pear editor but without any way of fiddling and seeing the changes it could become painful. Cheers!

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