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PostPosted: Sat Apr 03, 2021 7:00 pm 

Joined: Tue Jul 24, 2018 8:52 am
Posts: 501
After exporting the contents the mesh is .md6mesh. I've tried looking into the format but there isn't much on it. I was able to figure out a few things though from looking at the data.

The files are strange but it was able to find some patterns. Seems the characters and objects are padded to 34. The vertex always start after the 00 00 00 3F.
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These seem to be the offset of each mesh. It does change here for the hair/eyelashes/eyebrows. The padding is 36.
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It still has the 80 3F but there is a gap of 00's before the vertex start i noticed. I did cut each file from the 1st blue set of bytes. Making it so each file starts out at model/xxxx
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This is the header now from the cut files
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Faces are always in short and start directly after uv's
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After much time the model is extractable. I was hoping a script could be made based off the information. Thanks in advance.
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md6mesh sample
https://drive.google.com/file/d/1sVKRCB ... sp=sharing

cut sample
https://drive.google.com/file/d/1XXOtVY ... sp=sharing


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PostPosted: Sun Apr 04, 2021 7:09 pm 

Joined: Tue May 30, 2017 1:10 am
Posts: 41
I don't have any information about .md6mesh, but I recall you need two files:
.md6mesh
.md6skl

.md6mesh may have some data dependencies stored in .md6skl, so both files need to be read together.

So, you're missing abby.md6skl.


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PostPosted: Sun Apr 04, 2021 8:51 pm 

Joined: Tue Jul 24, 2018 8:52 am
Posts: 501
Sorry about that. I found that file. Do you recall how its done ? And yeah idk why i put MDL on the name then md6mesh in the post :?


Attachments:
abby.zip [5.64 KiB]
Downloaded 6 times
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PostPosted: Mon Apr 05, 2021 4:07 am 

Joined: Tue May 30, 2017 1:10 am
Posts: 41
I just remember looking at some Wolfenstein New Order files a while ago. The files were named .bmd6model. But it looks like they changed some things since then? I haven't kept up.


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