Character models are stored in .GHG files.
Use the script posted above to convert the .GHG files into .3ds files.
The GHG files are similar to the ones used in the two Narnia games.
The character meshes are contained in the GAME.DAT archive file.
At the beginning of each Character mesh is the following
1. A list of bones ie: leftArm leftElbow.
2. The level of detail (LOD):
TT1_HighRES, TT2_MediumRes, TT3_LoRes. TT4_VeryLoRes
3. The Attachment points of items "poi" such as Light Sabres ie Head|poi
The actual mesh data is in chunks, with each chunk beginning with
03 80 XX 6C and ending with
01 00 00 05 04 80 XX 6D
with XX representing the number of Vertexes in each chunk.
For each vertex in each chunk there is the following:
verX, verY, verZ, Weight
where the Vertexes and the weight are 4 byte floating points.
A demo version appears on Jampack volume 12.
Most of the games data is in GAME.DAT
This file can be opened using GameExtractor:
www.watto.org/extract/download.html‎
Or this script:
http://aluigi.altervista.org/bms/crash_bandicoot_ttgames.bms
Level and building models can be found in .GSC files.
Use the script posted above to convert the GSC files into .3ds files.
Character models are stored in .GHG files.
Use the script posted above to convert the .GHG files into .3ds files.
The GHG files are similar to the ones used in the two Narnia games.
The character meshes are contained in the GAME.DAT archive file.
At the beginning of each Character mesh is the following
1. A list of bones ie: leftArm leftElbow.
2. The level of detail (LOD):
TT1_HighRES, TT2_MediumRes, TT3_LoRes. TT4_VeryLoRes
3. The Attachment points of items "poi" such as Light Sabres ie Head|poi
The actual mesh data is in chunks, with each chunk beginning with
03 80 XX 6C and ending with
01 00 00 05 04 80 XX 6D
with XX representing the number of Vertexes in each chunk.
For each vertex in each chunk there is the following:
verX, verY, verZ, Weight
where the Vertexes and the weight are 4 byte floating points.