Unknown .mesh format...

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Unknown .mesh format...

Postby jch02140 » Mon Nov 13, 2006 14:06

Hi,

I got this tech demo game from Instinct Studio and they have this .mesh file which looks something like a XML files but contains seems to be all the vertices informations...

Note: Due to the length, I cop most of the informations, if you want I can send you the file via email...

Code: Select all
<?xml version = "1.0" ?>
<BlendedMesh version="1002" numMeshes="5">
    <Mesh name="Circle14" material="entities/characters/supersoldier/ssbody" numVerts="1518" numFaces="2257" numIndices="6771" numTris="2257" numEdges="3430" numWeights="1518">
        <FaceArray>
            <f _0="1221" _1="1237" _2="22"/>
            <f _0="39" _1="0" _2="41"/>
            <f _0="10" _1="39" _2="40"/>
            <f _0="39" _1="10" _2="1"/>
            <f _0="41" _1="40" _2="39"/>
            <f _0="40" _1="41" _2="13"/>
            <f _0="1" _1="42" _2="39"/>
            <f _0="42" _1="1" _2="8"/>
            <f _0="9" _1="39" _2="42"/>
            <f _0="39" _1="9" _2="0"/>
            <f _0="1" _1="44" _2="43"/>
            <f _0="3" _1="43" _2="44"/>
            <f _0="43" _1="3" _2="2"/>
            <f _0="44" _1="1" _2="10"/>
            <f _0="2" _1="45" _2="43"/>
            <f _0="45" _1="2" _2="7"/>
            <f _0="8" _1="43" _2="45"/>
            <f _0="43" _1="8" _2="1"/>
            <f _0="7" _1="3" _2="6"/>
            <f _0="3" _1="7" _2="2"/>
            <f _0="6" _1="4" _2="5"/>
            <f _0="4" _1="6" _2="3"/>
            <f _0="3" _1="32" _2="4"/>
            <f _0="32" _1="3" _2="1222"/>
            <f _0="46" _1="14" _2="3"/>
           
...

            <w boneId="10" weight="1" x="0.294089" y="0.018397" z="-0.044151" nX="0.750695" nY="-0.437411" nZ="0.495106" bX="0.0478" bY="-0.711497" bZ="-0.701062" tX="-0.160687" tY="0.606028" tZ="0.779045"/>
            <w boneId="10" weight="1" x="0.290962" y="0.046679" z="-0.017858" nX="-0.380361" nY="0.859242" nZ="-0.342096" bX="0.142493" bY="-0.311034" bZ="-0.939657" tX="0.709634" tY="0.508362" tZ="0.487842"/>
        </WeightArray>
    </Mesh>
</BlendedMesh>


Also, how is the conversion of FEAR models?
jch02140
 
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Postby mirex » Thu Nov 16, 2006 8:32

Format looks easy.

Conversion of Fear model and all other reverse engineering is paused now. I'm too busy in my money-making work.

Maybe Alhexx did some progress...
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Postby Alhexx » Fri Nov 17, 2006 17:17

Unfortunately not, since I have been preparing for an exam :(

- Alhexx
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Postby matrox » Sun May 09, 2010 12:57

I second his request, i'm also interested in this "BlendedMesh" format.
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Postby matrox » Sun May 09, 2010 12:58

Some files from a model using this format:

Locker.xml
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<hke xmlversion="0.1" sdkversion="20300" buildnumber="20040517">
   <hkobject name="Box01_SHAPE" type="hkBoxShape">
      <hkparam name="userData" type="hkTypeInt32">0</hkparam>
      <hkparam name="radius" type="hkTypeReal">0.050000</hkparam>
      <hkparam name="halfExtents" type="hkTypeVector4">(0.223646 0.245465 1.181970 0.223646)</hkparam>
   </hkobject>
   <hkobject name="unnamed_acbb1c0" type="hkTransformShape">
      <hkparam name="userData" type="hkTypeInt32">0</hkparam>
      <hkparam name="childShape" type="hkTypePointer">Box01_SHAPE</hkparam>
      <hkparam name="transform" type="hkTypeTransform">(0.000000 0.000000 1.000000)(-1.000000 0.000000 0.000000)(0.000000 -1.000000 0.000000)(0.000116 1.245422 0.298616)</hkparam>
   </hkobject>
   <hkobject name="Box01" type="hkRigidBody">
      <hkparam name="collisionFilterInfo" type="hkTypeUint32">0</hkparam>
      <hkparam name="shape" type="hkTypePointer">unnamed_acbb1c0</hkparam>
      <hkparam name="broadPhaseType" type="hkTypeInt8">0</hkparam>
      <hkparam name="properties" type="hkTypeArray">()</hkparam>
      <hkparam name="collisionResponse" type="hkTypeInt8">1</hkparam>
      <hkparam name="processContactCallbackDelay" type="hkTypeUint16">65535</hkparam>
      <hkparam name="position" type="hkTypeVector4">(0.000000 0.000000 0.000000 0.000000)</hkparam>
      <hkparam name="rotation" type="hkTypeQuaternion">(0.000000 0.000000 0.000000 -1.000000)</hkparam>
      <hkparam name="linearVelocity" type="hkTypeVector4">(0.000000 0.000000 0.000000 0.000000)</hkparam>
      <hkparam name="angularVelocity" type="hkTypeVector4">(0.000000 0.000000 0.000000 0.000000)</hkparam>
      <hkparam name="inertiaTensor" type="hkTypeMatrix3">(28.941429 0.000000 0.000000)(0.000000 2.205403 0.000000)(0.000000 0.000000 29.146143)</hkparam>
      <hkparam name="centerOfMass" type="hkTypeVector4">(0.000116 1.245422 0.298616 0.016667)</hkparam>
      <hkparam name="mass" type="hkTypeReal">59.999996</hkparam>
      <hkparam name="linearDamping" type="hkTypeReal">0.300000</hkparam>
      <hkparam name="angularDamping" type="hkTypeReal">0.20000</hkparam>
      <hkparam name="friction" type="hkTypeReal">0.300000</hkparam>
      <hkparam name="restitution" type="hkTypeReal">0.300000</hkparam>
      <hkparam name="motionType" type="hkTypeInt8">4</hkparam>
      <hkparam name="rigidBodyDeactivatorType" type="hkTypeInt8">2</hkparam>
   </hkobject>
</hke>
matrox
 
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Postby matrox » Sun May 09, 2010 13:00

Locker.mesh:

http://pastebin.com/CiB0YrPJ

Locker.bones
Code: Select all
<?xml version = "1.0" ?>
<Bones exporterVersionNumber="1001" numBones="1">
    <Bone name="origin" numChildren="0" parentId="-1" siblingId="-1" childId="-1">
        <Rotation w="1" x="0" y="0" z="0"/>
        <Position x="0" y="0" z="0"/>
    </Bone>
</Bones>
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