[MGF] Material & Geometry Format

Discussion about ripping models and other assets from video games.

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[MGF] Material & Geometry Format

Postby ProtocolX27 » Tue Apr 10, 2018 1:59 pm

Steve !?!?! Chrrox !?!? Please help ? ... I'm sure you guys gotta be getting tired of my nagging, but I'm not gonna be able to get this resolved without help. :-/

I wrote a script to report the initial offsets & block lengths, but that still isn't enough to get to the useful stuff like meshes, verts, textures, etc. I'll do whatever it takes to write translators for the sake of Blender script or Noesis plugin, but I still need help breaking down the pattern to get to that point. I'm guessing certain sections hold the tree / heirachy data, but I still don't know what the initial index block points to or how to map it up to the other data that looks flattened out. I could even write an image dumper if I can line up proper indices etc which is also something I'm not identifying properly.

Utility Link (Python): http://www.mediafire.com/file/x0tu8bl2u ... a_V0.5.zip

Samples: http://www.mediafire.com/file/zc2m2cd29 ... _Files.zip

MGF Documentation: http://www.mediafire.com/file/n9js8khw4 ... ources.zip

Parser Library that I don't know how to compile/use if relevant: http://www.mediafire.com/file/n16kouorq ... gflib2.zip
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Re: [MGF] Material & Geometry Format

Postby semory » Fri Apr 13, 2018 2:42 pm

Countdown: Three Weeks Till Freedom (and some free time). I am in really knee deep in something atm :LOL: .

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Re: [MGF] Material & Geometry Format

Postby ProtocolX27 » Mon Apr 16, 2018 7:10 am

No worries, believe it or not, you may finally be off the hook :LOL: I posted on Xentax not long after and to my surprise, I got a response within like a day to at least get meshes accessible in Hex2Obj. I'm just waiting for some feedback from AceWell on some textures, but the format ended up not being as complicated as you suggested. ;)
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