hey guys I have been piddling with the m3 files in a hex editor and have decoded a bit of it that it seems hasn't been looked at yet... there is a lot more in this bit that I need to figure out, but hopefully what I have gotten so far will help someone else with their investigations...
Physics Bodies
M3
Physics bodies
Char ID “PHRB”
0x0-0x3 REAL “Mass”
0x4-0x7 REAL “Friction”
0x8-0x11 REAL “Restitution”
Ox18-0x3B Unknown data block, can be set to all 00 and no effect is noticed?
0x3C-0x3D UINT 16 “Starting Bone Index”
0x3E-0x3F UINT 16 “Ending Bone Index”
0x50 set to 01 (00 compiles but crashes the previewer, 02 doesn’t compile at all)
0x54 some critical value but I don’t understand how it is determined. if it is changed, m3 doesn’t compile
0x5C BINARY “Flags”
Bit 1 ( value 80 ) – Do not simulate
Bit 2 ( value 40 ) – None
Bit 3 ( value 20 ) – Always exists
Bit 4 ( value 10 ) – Ignore local bodies
Bit 5 ( value 8 ) – Simulate on collision
Bit 6 ( value 4 ) – Stackable
Bit 7 ( value 2 ) – Walkable
Bit 8 ( value 1 ) – Collidable
0x60 BINARY “Local Forces”
Bit 1 ( value 80 ) – 8
Bit 2 ( value 40 ) – 7
Bit 3 ( value 20 ) – 6
Bit 4 ( value 10 ) – 5
Bit 5 ( value 8 ) – 4
Bit 6 ( value 4 ) – 3
Bit 7 ( value 2 ) – 2
Bit 8 ( value 1 ) – 1
0x61 BINARY “Local Forces continued”
Bit 1 ( value 80 ) – 16
Bit 2 ( value 40 ) – 15
Bit 3 ( value 20 ) – 14
Bit 4 ( value 10 ) – 13
Bit 5 ( value 8 ) – 12
Bit 6 ( value 4 ) – 11
Bit 7 ( value 2 ) – 10
Bit 8 ( value 1 ) – 9
0x62 BINARY “World Forces”
Bit 1 ( value 80 ) – Trees
Bit 2 ( value 40 ) – Brush
Bit 3 ( value 20 ) – Grass
Bit 4 ( value 10 ) – Magnetic
Bit 5 ( value 8 ) – Blood
Bit 6 ( value 4 ) – Energy
Bit 7 ( value 2 ) – Explosion
Bit 8 ( value 1 ) – Wind
0x63 Unknown
0x64 – 0x67 UINT 32 “Priority”
0x68 – 0x6F set to “AA”
related CHAR ID "PHSH"
I haven't delved into this section yet, but the two are related somehow.
I got this far last night by editing a file in the hex editor, and trying to import it into the galaxy editor, if it worked noting what it called the different flags or other changes. some changes wouldn't "compile" and caused the preview panel to display just the default sphere... some compiled and produced the proper model in the preview pane... but if you opened it to "view in previewer" it would cause the program to crash. I will continue to fiddle with it but I think I currently lack the skill to fully nail this section down.
There has already been a lot of work in decoding the M3 format, however I salute you in your efforts thus far. If you are truly interested in delving further into this I would recommend visiting the asset page for Nintoxicated's M3 3DS Max Import/Export Plugin. The plugin itself is a wealth of information and Nintoxicated links back to a number of resources he used in his own work.
This area of data wasn't in either of the areas i know of about the m3 format, either Nintoxicated's plugin, or Witchsong's libm3 project. I was looking for a way to make a custom modeled bridge, which at this point would mean manually editing in the physics bodies, i started investigating it. As neither of the data sources mentioned had info on it, i dove in.
What do you exactly mean with "custom modeled bridge" I've seen lately people trying to do bridges, mesh collision and all sorts of stuff. I keep wondering what exactly do they mean, if it's a "walk across" type of bridge or if it's "walk across and below" thing, last one meaning that you could go below the bridge at an inferior level and walk across it on a superior level. From what I understand that would not be possible, or you'd just have to do a triggering trickery to change authors (the way I think it could be done)
If it's just mesh collison stuff, that you're trying to have a unit walk across a custom model watch this:
Maybe this is what you're looking for?
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hey guys I have been piddling with the m3 files in a hex editor and have decoded a bit of it that it seems hasn't been looked at yet... there is a lot more in this bit that I need to figure out, but hopefully what I have gotten so far will help someone else with their investigations...
Physics Bodies M3 Physics bodies Char ID “PHRB”
related CHAR ID "PHSH" I haven't delved into this section yet, but the two are related somehow.
I got this far last night by editing a file in the hex editor, and trying to import it into the galaxy editor, if it worked noting what it called the different flags or other changes. some changes wouldn't "compile" and caused the preview panel to display just the default sphere... some compiled and produced the proper model in the preview pane... but if you opened it to "view in previewer" it would cause the program to crash. I will continue to fiddle with it but I think I currently lack the skill to fully nail this section down.
@Ebola0001: Go
There has already been a lot of work in decoding the M3 format, however I salute you in your efforts thus far. If you are truly interested in delving further into this I would recommend visiting the asset page for Nintoxicated's M3 3DS Max Import/Export Plugin. The plugin itself is a wealth of information and Nintoxicated links back to a number of resources he used in his own work.
Good luck.
This area of data wasn't in either of the areas i know of about the m3 format, either Nintoxicated's plugin, or Witchsong's libm3 project. I was looking for a way to make a custom modeled bridge, which at this point would mean manually editing in the physics bodies, i started investigating it. As neither of the data sources mentioned had info on it, i dove in.
@Ebola0001: Go
What do you exactly mean with "custom modeled bridge" I've seen lately people trying to do bridges, mesh collision and all sorts of stuff. I keep wondering what exactly do they mean, if it's a "walk across" type of bridge or if it's "walk across and below" thing, last one meaning that you could go below the bridge at an inferior level and walk across it on a superior level. From what I understand that would not be possible, or you'd just have to do a triggering trickery to change authors (the way I think it could be done)
If it's just mesh collison stuff, that you're trying to have a unit walk across a custom model watch this:
Maybe this is what you're looking for?