Open the file and youll see something like this. Here is header information along with some other details about the mesh. You really cant tell what is what until I start scrolling through the file. So start scrolling and youll see patterns of data appear.
First thing I noticed was 00 3C and 00 01 00 02. I know that face data starts out with 00 01 00 02. But we need need vertices to show faces so lets try to find them first.
Since I know faces are 00 01 00 02 I can see that it ends here. If you know much about hex after 09 is 0A then 0B, 0C.. ect. So this 3D does not seem to be part of face data, meaning it could be the start to our vertices. Determing what Type it is vary game to game. Most are in Short Signed but could also be Float. Dont see many games use Half Float but I guess it is possible. You can also notice a gap of 00 3C. This is the starting point to each vertex. We need to align the data so that it fits in this window properly.
So lets use Padding to try and align the data. You can see here while in Float we are not able to dial it in correctly. This means that the data is stored in Short Signed mode. Change the Type and increase the padding until it fits in the window.
Now this looks much better. We are skipping over 00 3C and starting off on the numbers. You can also test this in the Text view. Notice how the numbers are much more organized. Be sure to tick the Info box, this will help in determing the end of the data.
I usually just guess this part until I see the break in data. Do something like 5000 for big files and like 500 for smaller files. Click on Print then scroll down until you see the break. With Info ticked youll see the exact offset of the break. This can be hard to see but once you do so many it becomes easier to see.
See how it jumps from 52.1211 to -125.0898. This seems to be a break in data. So if look at the count we see it is 2915 this number will go into Count box under Offset. Now just click Render and to to 3D View tab and youll see the mesh. You might have to click the Cube box to snap to mesh/vertices if you cant see anything.
We have now found the vertices and the count. But as you can see the mesh is sideways. To fix this change the Format so that your mesh is facing the right direction. Its not needed to get mesh properly but it does help in seeing everything better.
Moving on to faces, remember the 00 01 00 02. This is the start to our face data. It can either be below or above the vertices. For this model It appears to be above it so lets scroll back up to the start of them numbers and test out the offset. As you can see we got these gaps above the face data. This is something undiscovered but I highlighted to show the gaps.
This one starts off 00 00 00 01, but that first set of 00's belongs to the data above. So we need to start 1 over from that which is 358175, or 0x05771f in hex. To test just put 50 here and click Render, if you get an error something is not right with the Offset, or it needed changed to Short. This could even be an issue with Vertices offset. Be sure that the data is 100% correct. Determing if Faces are Short or Integer depends on the data. Integer will have 2 gaps of 00's ex. 00 00 01 02 00 00 03 04. Its a much wider spread of data youll be able to notice.
For this mesh it is stored in Short after changing the Type click on Render and you should not get an error if everything is correct. If you get no errors youll see the mesh starting to come together. Looking at the mesh I noticed that there is 1 vertex way off in the distance that is not suppose to be there. This means our count was 1 off, it does not effect anything since its an "extra" vertices but in order to find the 100% correct data. We need to back it up 1. So the count is 2914 for vertices.
Now to find the count to Faces. This I usually do manally by scrolling down to the bottom of the face data and then adjusting count so that it lines up. Best to go in 1000's then 100's ex. 5000 then 5500 then 6000 if that is too much go back to 5550 5650 and so on. You'll get an error if you try to put too many faces than vertices given. Also since this data is right above vertex data its a clear indication that this is is the count. 5496.
Click on Render button and then 3D View and you should now be able to see the full mesh.
But we are not done quite yet. Last thing is the UV's this can be the hardest part. These are not easy to spot but they do have a pattern like the other data. Since the data goes Faces, Vertices, that seems to be how data is stored in this file.
So looking below the Vertices we see a mess of numbers here. These dont look like anything useful could be Normals but there is no clear data here at first glance. Keep scrolling past this data and see what comes up.
See that set of data change ? We now see 00 00 00 00 00 gaps this is a good point to start testing. I usually start by the 1st set of numbers after the 00's so here is F5. These are stored funky but I found most of them are Half Floats. Its rare to see any other Type but it is possible. UV count will always match the vertices count.
So we know its 2914 put that into Count. You will have to tick UV's box up at the top to see them light up. Now that you can see the data you'll notice that it dont appear correct. This is due to the padding. Adjust it so that your lined up to every number after 00.
If you click on View UV's then click on Texture tab youll see that we have an issue. Seems that our data is not correct. You can also see this in Text tab. UV's should be no greater than 1 it should be .1 or .0 something in these ranges. You can see here that the data is not correct with this offset.
Looking back at the Hex View we can kind of see something here, a repeating 36. If we set the UV's so that they align with these numbers. Click on the View UV's again and go back into Texture tab.
Looking back at the Hex View we can kind of see something here, a repeating 36. If we set the UV's so that they align with these numbers. Click on the View UV's again and go back into Texture tab.
You can see now that we have a correct UV. This is the tricky part, if not done correctly the .obj will not save with UV's you MUST tick Polygons then View UV's again. Once you do that instantly export .obj. If you try to change something or modify things it will not save UV map. If your unsure just save the .obj and open it in 3D program and look at UV's before closing Model Reseacher.
I have made the mistake many times so its best to do a screenshot of info once you get this far. Tools / Saveinfo, This will generate a snap of all the info in the Screenshots folder. It makes it very easy to archive data/models tests. Also helps in determining other files from the same game/series.
Not all files will follow these patterns. Some games even store data in other files. Disney Bolt is one where you need to merge .x .x2 and .x3 together to get fully working mesh x=vertices x2=faces x3=uv's. It will take time to get good so dont be discouraged if you cant solve it right away. Just keep looking at patterns and youll see it. Need more help feel free to contact me on the server.