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DMC4 Model Format; Reverse Engineering the DMC4 Model format.
Topic Started: May 20 2013, 11:16 PM (7,757 Views)
King.Ikki
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Not bad, I see Nero there... :rofl: :rofl:
...People With The Same Exact Feathers Don't Exist...
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LucasRaven
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VOIDIANS
TheSharki
May 22 2013, 07:31 PM
Had to post this, took a first guess at how the triangles were stored. :rofl:
*awesome pic*
Looks like my in-game rebellion, when i tried to convert it back from *.obj to *.mod. And I knew it was the faces (triangles) I just didn't know how they worked. It was really weird and I had never seen anything like it before. Now when you explained it, it all makes sense. Thank you. Keep explaining stuff, I and probably other guys (like omni) would appreciate it. :)

PS: I can't stop asking myself... How did you even find/understand all this? O_O Was it experience? Trial an error, etc? I want to learn all this stuff.

[EDIT]
Pinned, because it's THAT awesome!
Edited by LucasRaven, May 23 2013, 03:01 PM.
You're reaping what you've sown!
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TheSharki
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I found a model exporter that can be used for several games including DMC4, the maker however doesn't seem to be active any more nor is there any source code. So my plan is to create an exporter that produces a similar output as the one i found and then revert the process from there.

Learned all about model structures in school and did some research myself. Then it's just trial and error from there. Being able to recognize patterns helps a lot too.
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Vertigo
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Retired from DMC4 modding. For the forseeable future, anyways.
... This is amazing progress. We all look forward to the finished product - in fact, I think I can safely say we've been looking for this for years.

Good job so far, Sharki. Very good job indeed.
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LucasRaven
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VOIDIANS
What V said! Years of waiting... I've tried doing it myself, but I failed and I gave up... twice. Keep it up, our faith is in you. Especially after the last time when someone started working, showed his progress and then abandoned it.
You're reaping what you've sown!
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krier
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What matter of sorcery is this?
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TheSharki
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I'm currently using the Wavefront .obj model format as a target, but as this format does not support skeleton/rigging I need to change to another. :headbang:

I'm looking into Collada .dae and Autodesk .fbx , probably going to go for Collada .dae though. But still neither types have a decent .NET Data binding library, which means I need to write my own.
This is going to take a while... But hey, I never back down from a challenge. :D
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King.Ikki
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I was going to say "No! Not the Collada, bytch!" but then, I checked 3DS Max and it supports Collada.

So, get going.

(Though you might not consider this as serious)
...People With The Same Exact Feathers Don't Exist...
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LucasRaven
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VOIDIANS
I'd say that *.obj sucks in my previous post, but for some reason I didn't... FBX however is nice. And Autodesk have released it's SDK for devs to use.
http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=7478532

There are a lot of links and different downloads there, check them all out if you're interested.
Edited by LucasRaven, May 24 2013, 02:18 PM.
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TheSharki
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Just checked out the FBX SDK, thank you Lucas BTW :beer:
There is a sample program for importing/exporting from standard model types to .fbx and back.
The only thing now is to figure out how it works, and how I can adapt it to support DMC4's file format.

[EDIT]
Ok, I finished reading around about the SDK and I'm very confused as how they handle everything. It seems very convoluted at times.
I'm sure it's a good platform to build an exporter/importer in, but it'll take time before I can work with it.

So my plan is to create a 'simple' Collada Converter in .NET so I can test the conversions properly. If I finish the project I'll maybe look into the FBX SDK to 'upgrade' the project so to speak.
Edited by TheSharki, May 24 2013, 05:19 PM.
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