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 Post subject: Fate *.MDL
PostPosted: Thu Jul 26, 2018 8:41 pm 
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Joined: Sun Dec 27, 2015 10:22 pm
Posts: 73
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

Attachment:
fate.zip [31.23 KiB]
Downloaded 12 times

Attachment:
fate-2.zip [7.17 KiB]
Downloaded 9 times


EDIT: Could the "brazier" model be possibly linked to the statue maybe?


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 Post subject: Re: Fate *.MDL
PostPosted: Fri Jul 27, 2018 3:38 am 
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Joined: Sun Dec 27, 2015 10:22 pm
Posts: 73
Once again, problem solved. Those two models were related. And I parsed out those headers now :).


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