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 Post subject: Diablo 4 Models
PostPosted: Thu Mar 30, 2023 2:01 am 

Joined: Tue May 30, 2017 1:10 am
Posts: 83
Someone posted this model file here:
https://www.zenhax.com/viewtopic.php?f=9&t=18177

Got anymore, interesting ones?

Image

Attachment:
untitled.PNG [117.26 KiB]
Not downloaded yet


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 Post subject: Re: Diablo 4 Models
PostPosted: Thu Mar 30, 2023 7:59 pm 

Joined: Wed Nov 05, 2014 10:52 pm
Posts: 9
Amazing work! Additional Research samples:

https://file.io/88u2NPVz41VG

Hellgate is among the largest app files from the game, lol. Also: Andariel, Demon brute, demon butcher, and succubus.


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 Post subject: Re: Diablo 4 Models
PostPosted: Thu Mar 30, 2023 10:24 pm 

Joined: Tue May 30, 2017 1:10 am
Posts: 83
Sure, I can try, but link says files deleted.


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 Post subject: Re: Diablo 4 Models
PostPosted: Fri Mar 31, 2023 2:48 am 

Joined: Wed Nov 05, 2014 10:52 pm
Posts: 9
Strange. Different service: https://anonfiles.com/526fYdh0zf/D4Samples2_zip


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 Post subject: Re: Diablo 4 Models
PostPosted: Fri Mar 31, 2023 6:40 pm 

Joined: Tue May 30, 2017 1:10 am
Posts: 83
Thanks. Hellgate is highly detailed, 770k trigs, 900k verts.

It's easy to display because it has a single vertex buffer, but some of the other models have multiple vertex buffers.
Still need to figure out how triangles connect to each vertex buffer.

Still missing:
- list of bones for animation.
- list of materials for texturing.

Image


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 Post subject: Re: Diablo 4 Models
PostPosted: Fri Mar 31, 2023 8:33 pm 

Joined: Fri Mar 31, 2023 8:32 pm
Posts: 1
coredevel wrote:
Thanks. Hellgate is highly detailed, 770k trigs, 900k verts.

It's easy to display because it has a single vertex buffer, but some of the other models have multiple vertex buffers.
Still need to figure out how triangles connect to each vertex buffer.

Still missing:
- list of bones for animation.
- list of materials for texturing.

Image


How did you do that?
(I'm ok with no bones and textures)


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 Post subject: Re: Diablo 4 Models
PostPosted: Fri Mar 31, 2023 9:38 pm 

Joined: Tue May 30, 2017 1:10 am
Posts: 83
Model data is split into two files, meta and payload. Vertices and trigs are stored in the payload. If you just had a hex editor, or something like hex2obj, you could probably find a repeating vertex structure, then find the list of triangles by hand.

But this isn't a reliable way to extract model data, as some models have multiple vertex buffers where the vertex format changes. So the meta data has to be read too to understand how the triangles are indexed. And I assume the meta data stores other things like bones and materials, but still trying the find them.


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