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
Monster Rancher Evo
Edit
0
3
…
6
Tags
japanese
mochi
monster farm
monsters
tiger
wolf
edit
Save
Cancel
Notify
RSS
Backlinks
Source
Print
Export (PDF)
This is the fifth game in the main Monster Rancher series (known as Monster Farm in Japan)
MonsterRancherEvoDATto3ds.bms
Details
Download
7 KB
Use the script above to convert the models in MF5.DAT to .3ds files.
This is an incomplete mesh.
There are 2 data files for this game, MF5.DAT and MF5.DA2, meshes are only found in MF5.DAT
Meshes are called XMD.
XMD mesh format:
......... 00 80
XX
6C
{4ByteFloatVertexes(X,Y,Z)+ 2ByteJoint+ 00 00}
00 00 00 20 80 80 80 80 3F 80
XX
78
{4ByteFloatNormalMappings(X,Y,Z)}
00 00 00 20 50 50 50 50 7E 80
XX
74
{4ByteFloatTextureMappings(U,V)}
XMD Clothing Mesh format:
2ByteFaceIndexes(Vertex#1,Vertex#2,....Vertex#
YY
)
{4ByteFloatVertexes(X,Y,Z)+4ByteFloatWeight}
Clothing Meshes are defined by the Tristrips above in the FaceIndex, by
connecting the first vertex in the strip with the two preceding and the following vertexes in the same strip.
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...
Use the script above to convert the models in MF5.DAT to .3ds files.
This is an incomplete mesh.
There are 2 data files for this game, MF5.DAT and MF5.DA2, meshes are only found in MF5.DAT
Meshes are called XMD.
XMD mesh format:
......... 00 80 XX 6C
{4ByteFloatVertexes(X,Y,Z)+ 2ByteJoint+ 00 00}
00 00 00 20 80 80 80 80 3F 80 XX 78
{4ByteFloatNormalMappings(X,Y,Z)}
00 00 00 20 50 50 50 50 7E 80 XX 74
{4ByteFloatTextureMappings(U,V)}
XMD Clothing Mesh format:
2ByteFaceIndexes(Vertex#1,Vertex#2,....Vertex#YY)
{4ByteFloatVertexes(X,Y,Z)+4ByteFloatWeight}
Clothing Meshes are defined by the Tristrips above in the FaceIndex, by
connecting the first vertex in the strip with the two preceding and the following vertexes in the same strip.