Question about the MDL format |
Tue, 10 September 2013 09:28 |
asmcint
Messages: 48 Registered: September 2013 Location: U.S.A.
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Are the MDL files for Fable III related in any way aside from the file extension to the Autodesk MDL format?
To whomever designed the map of Mistpeak Valley to look so much more simple than the actual level is: May the Archangel Michael descend from the heavens and plant his boot squarely between your legs for your asshattery.
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Re: Question about the MDL format |
Tue, 10 September 2013 10:22 |
asmcint
Messages: 48 Registered: September 2013 Location: U.S.A.
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But, were I to use that script, would I be able to import a normal Autodesk MDL as well as a Fable III MDL?
To whomever designed the map of Mistpeak Valley to look so much more simple than the actual level is: May the Archangel Michael descend from the heavens and plant his boot squarely between your legs for your asshattery.
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Re: Question about the MDL format |
Tue, 10 September 2013 14:13 |
asmcint
Messages: 48 Registered: September 2013 Location: U.S.A.
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Damn. That sucks, I was kinda hoping I could use your work with that plugin to make an Autodesk plugin for Blender. Oh well, I can still take a crack at making an export plugin once you've uploaded your work.
To whomever designed the map of Mistpeak Valley to look so much more simple than the actual level is: May the Archangel Michael descend from the heavens and plant his boot squarely between your legs for your asshattery.
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Re: Question about the MDL format |
Sat, 02 November 2013 11:14 |
Keshire
Messages: 137 Registered: August 2013
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asmcint wrote on Tue, 10 September 2013 23:02If it's a DotXSI format, then this SHOULD help in being able to import and export the models.
Link to code from an XSI import/export plugin, hopefully works.
XSI itself is plain text ascii. They used their own in-house plugin to export from dotxsi to their binary model format. .MDL is pretty much just a generic extension for models. Kind of like how .bsp is the generic format for quake/unreal levels.
Once I figure out what the unknowns do, and which data is used and not used, I can write an exporter for blender to get models back into Fable 3. There's really only a few things left that I need to make that possible.
The bulk of my work right now consists of figuring out what the second Verts[nVerts][8] stucture does. And then I still need to check if Unknown2 is used. If it is, I need to figure out what it's doing.
After that, it's material/texture stuff. But that should be vastly easier to deal with.
[Updated on: Fri, 22 November 2013 06:53] Report message to a moderator
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Re: Question about the MDL format |
Sat, 02 November 2013 17:49 |
asmcint
Messages: 48 Registered: September 2013 Location: U.S.A.
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That bit having to do with illumination might be glow strength. v1/2/3 is probably handled by the game's quality settings so that it knows what texture resolution to use for given settings.
To whomever designed the map of Mistpeak Valley to look so much more simple than the actual level is: May the Archangel Michael descend from the heavens and plant his boot squarely between your legs for your asshattery.
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Re: Question about the MDL format |
Sun, 03 November 2013 20:51 |
Keshire
Messages: 137 Registered: August 2013
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Keshire wrote on Sat, 02 November 2013 11:14
And then I still need to check if Unknown2 is used. If it is, I need to figure out what it's doing.
I still have some checking to do, but it looks like that unknown is total verts used for faces. I found a couple easy ones that made it obvious. 3 verts per face = unknown2.
00000396 uint32 nTris 2 02000000 4
00000400 uint32 Unknown2 6 06000000 4
00000404 uint32 nVerts 4 04000000 4
00000601 uint16 Tris[nTris][3] 12
00000379 uint32 nTris 80 50000000 4
00000383 uint32 Unknown2 240 F0000000 4
00000387 uint32 nVerts 90 5A000000 4
00005071 uint16 Tris[nTris][3] 480
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