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LionKOLLA

[HELP] Identfying a DirectX game Resource FIle

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hello guys,

i've been trying to read this file from several model importing programs, but i cannot open this file

using my programming background i researched a bit

by seeing Hex pattern of the file i suspect this file(attached) is partially direct x .x file

so based on my suspicion i tried to open the file but it's negative

i've attached the file here...can anyone identify the correct format of this file?

name of the game is virtual pool 4 :)

cheers

Edited by LionKOLLA

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It's quite possible it's their own custom format. If you can figure out how they laid out the data in that file, you'd be able to write a loader for it yourself

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It's quite possible it's their own custom format. If you can figure out how they laid out the data in that file, you'd be able to write a loader for it yourself

well, that's what i am trying to do anyways...but i can't seem to understand the format and can't seem to find a hint of any file type i've investigated so far. and i am beginner with directx and vry small idea how directx works

the resources in game is .ark, i've cracked the file format of that :D

they used maya to construct models and exported them as collada .dae file, then they've put the scene into an archive and that archive is packaged as .ark file

after decompressing the ark file i get a bunch of .tga and .dae files. one of .dae file is what i attached here, which suspects to be .x file...it seems some parts of the file is missing

this .dae file is not .dae at all it's a binary/compressed. whatever the format is it should be able to be unpacked quickyly and rendered

hope this helps someone to identify the file

Edited by LionKOLLA

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i'm sure its not compressed (could be encrypted though), there would be no reason to compress it if it's already being compressed in the ark file like you mentioned. It's just binary data. most likely it has a section for positions, a section for texture coordinates, a section for normals, and a section for faces. It might have sections for materials, where each of those sections are broken down into the sections i just mentioned. That's a pretty standard way to store models anyway. Of course there might be other information as well, like other sections (eg. vertex weights for animation). It's also possible there isn't a faces section at all, and only a list of vertices with their positions, uv's, and normals, where the list of vertices are grouped (submesh) by material again.

only took a quick look at the file, but it looks like each texture has an ID associated to it, so the sub mesh's are probably using that id rather than the texture name.

Edited by iedoc

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