12/5/2023 0 Comments Hex fiend load table![]() ![]() As He圎dit shown, the total size of the vertex chunk is 0x270F0 ( = 0x358B3 - 0圎7C3). You can see that the byte after 0x358B3 is not 0x2C but 0x01, which makes clear our earlier claim. We scroll down and find its end at 0x358B3: The end offset should be at the same column when the data is aligned. We can easily identify that the sequence before the highlighted field is 00 04 02 34 instead of the expected 00 00 3C 00, which means the start offset of the vertices is 0圎7C3. Separate arrays for every type of vertex attributes are defined, and they're placed in file one after another: Vertex data are defined as array(s) of vertex elements, and depending on the type of element making up the array(s), there're two most common structure of vertex data: "separate" and "structured". Sometimes it could be at the front.īut in this case, since the data before the face indices doesn't look compact, basically we can draw the conclusion. Note that it doesn't have to come after the face buffer. These compact data should be the vertices chunk. Let's keep that in mind, or we can set a bookmark with He圎dit here and return later. Scroll down and we'll find the indices buffer approximately at offset 0圆760: As face indices are stored as an array of intergers, they usually look like a regularĬharacter table in the text view instead of some random bytes. Usually it would be easier to locate the geo data by looking for the face buffer. We're not going to reverse the entire file structure since we only need the models. There're some strings at the front part of the file. The file we're going to work with is skrull_skin_m.nif. We're not going to start from the original I'll take Marvel Avengers: Battle for Earth on Xbox 360 as an example. The most frequently used functions are the Calculator, the Bookmarks, and the Properties. Choose what you need by navigating to View>Toobars. Toolbars: Here you can find some very useful functions. ![]() Text View: It converts each byte into human readable texts according to the ASCII table. Each byte is represented by a two-digit hex number. Hex View: The true nature of a file, which is consisted of an array of bytes. By default the number of columns is set to 16 (0x10 in hex), but you can always expand them if you want to. The Offset Field: It records every address of the loaded file by columns and rows. Get the lastest version here.Ī few fields that you need to pay attention to: And that's what I'm going to introduce in this tutorial. Now we're about to officially start our journal of exploring a game archive.įirst you'll need a proper hex editor. Attention: This topic is subject to the Manual Researching Section under the tutorial An Imitable Workflow for Reverse Engineering A Game Model. ![]()
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