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primitives-model-extraction-demo's Introduction

Ship model extraction script

GitHub release (latest by date including pre-releases) GitHub last commit GitHub issues

By AstreTunes @ SEA group

These Matlab scripts were written to help understanding the file structure of BigWorld .primitives files used in World of Warships. My programming skill is not enough to make an appropriate model tool, but I hope this projet could help capable people to get hands on it. (Update 2020/06/27: it's done | Update 2020/07/28: *partially)

These scripts are now able to extract all models including wire and armor models, .primitives to .obj only, they can't do the inverse.

Main thread on EU forum

How to use

  1. Create a folder named Queue
  2. Put .primitives files into the said folder
  3. Run PrimitivesExtractor_Mk5.m in Matlab
  4. You will find the .obj files in Extract folder

Tested in Matlab r2018b

使用说明

  1. 在同目录下创建Queue文件夹
  2. 把要拆的primitives全放进去
  3. 用Matlab打开PrimitivesExtractor_Mk5.m,运行
  4. 拆出来的obj会出现在Extract目录下

已在Matlab r2018b中测试

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primitives-model-extraction-demo's Issues

Vertex formats

Hi.
Sorry, I do not know how to use github correctly, so I am writing here
Perhaps you already know all this. The vertex format is usually stored in the shaders / formats folder. At least in WOT it is.
For example, the format xyznuviiiwwtb
`

<elements>
	<POSITION/>
	<NORMAL>
		<type>UBYTE4</type>
	</NORMAL>
	<TEXCOORD>
		<type>FLOAT2</type>
	</TEXCOORD>
	<BLENDINDICES>
		<type>SC_UBYTE3_MULT3_III</type>
	</BLENDINDICES>
	<BLENDWEIGHT>
		<type>UBYTE2</type>
	</BLENDWEIGHT>
	<TANGENT>
		<type>UBYTE4</type>
	</TANGENT>
	<BINORMAL>
		<type>UBYTE4</type>
	</BINORMAL>
</elements>
<targets>
	<target>
		<name>D3D9</name>
		<format>xyznuviiiwwtbpc</format>
	</target>
</targets>
`

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