Skip to main content
guest
Join
|
Help
|
Sign In
PS23DFormat
Home
guest
|
Join
|
Help
|
Sign In
Wiki Home
Recent Changes
Pages and Files
Members
Favorites
20
All Pages
20
home
Scripts To Convert Models
How To Extract Models
List of Games
Contact Me
3D Architecture
Ace Combat 4
Ace Combat 5
Area 51
Bloody Roar 4
Cabela's Big Game Hunter 2008
Cabela's Dangerous Hunts
Champions Return to Arms
Cold Winter
Crash of the Titans
Crash Tag Team Racing
Darkwatch
Dead to Rights
Digimon World Data Squad
Dragon Ball Z Budokai 2
see more
Add
Add "All Pages"
Done
Herdy Gerdy
Edit
3
3
…
3
Tags
animals
herding
puzzle
edit
Save
Cancel
Notify
RSS
Backlinks
Source
Print
Export (PDF)
HerdyGerdyCLUtoMesh.bms
Details
Download
7 KB
HGBranch.blend
Details
Download
262 KB
Models are store in some CLU files.
Objects have the header MESH
and contain one or more PRIM submeshes
MESH format:
MESH+Unknown20Bytes+4ByteInteger#SubMeshes.
PRIM Format:
These have the header PRIM (which is "50 52 49 4D" in hex)
After 0X100 bytes is:
1ByteType 00 00 00 2ByteIntegerVertexSize
PRIM type 83:
36ByteArrays per vertex:
{4ByteFloatVertexes(X,Y,Z)+4ByteFloatNormalMappings(X,Y,Z)+4ByteUnknown+4ByteFloatTextureMappings(U,V)}
PRIM type 95:
64ByteArrays per vertex:
{4ByteFloatVertexes(X,Y,Z)+4ByteFloatNormalMappings(X,Y,Z)+32ByteUnknown+4ByteFloatTextureMappings(U,V)}
Javascript Required
You need to enable Javascript in your browser to edit pages.
help on how to format text
Turn off "Getting Started"
Home
...
Loading...
Models are store in some CLU files.
Objects have the header MESH
and contain one or more PRIM submeshes
MESH format:
MESH+Unknown20Bytes+4ByteInteger#SubMeshes.
PRIM Format:
These have the header PRIM (which is "50 52 49 4D" in hex)
After 0X100 bytes is:
1ByteType 00 00 00 2ByteIntegerVertexSize
PRIM type 83:
36ByteArrays per vertex:
{4ByteFloatVertexes(X,Y,Z)+4ByteFloatNormalMappings(X,Y,Z)+4ByteUnknown+4ByteFloatTextureMappings(U,V)}
PRIM type 95:
64ByteArrays per vertex:
{4ByteFloatVertexes(X,Y,Z)+4ByteFloatNormalMappings(X,Y,Z)+32ByteUnknown+4ByteFloatTextureMappings(U,V)}