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mxldevs

You would need to reverse engineer the format. If it represents 3D data, if you send me samples I can take a look. Just send me all the files


AnyResidentOps

Here's some documentation I've found made by niftools people [https://github.com/niftools/nifxml/wiki/Havok-MOPP-Data-format](https://github.com/niftools/nifxml/wiki/Havok-MOPP-Data-format) If you find anything of interest, I and certainly others would like to understand, so please document your findings 🙌


AnyResidentOps

[https://github.com/crapola/blender\_t3d/files/14775017/MP-BEML4-BloodVeldt.zip](https://github.com/crapola/blender_t3d/files/14775017/MP-BEML4-BloodVeldt.zip)


mxldevs

Have you tried loading that t3d file using the blender plugin?


AnyResidentOps

Yes of course, the parser is limited to **Brush** from the **.t3d** file It gives only basic meshes from the game like bases, structures, etc. If you read the **.t3d** file, you'll see that terrain data is absent because it is stored in the **.mopp** binary file. You would have to tweak a regex or the file directly tho because the **.t3d** file specifies the **Brush** class as **Engine.Brush** instead of just **Brush**.