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 Post subject: Re: demon's souls FLV file
PostPosted: Thu Oct 04, 2018 6:00 am 
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shakotay2 wrote:
dropoff wrote:
there is no other way i know to extract map meshes.
Attachment:
m0000b0-flver.jpg

Thanks,but its probably gonna take one eternity to import all map models with hex2obj.

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 Post subject: Re: demon's souls FLV file
PostPosted: Thu Oct 04, 2018 10:41 am 
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dropoff wrote:
Thanks,but its probably gonna take one eternity to import all map models with hex2obj.
You didn't get the idea - it's not intended to use hex2obj for such; it's just a helper tool to get a clues.

To understand the format. After having created ONE submesh of the format you usually start to write a script or use the Make_obj project.

But I guess you have to wait until someone does this for you.
Good luck. :)

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Bigchillghost, Reverse Engineering a Game Model: http://forum.xentax.com/viewtopic.php?f=29&t=17889
extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip


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 Post subject: Re: demon's souls FLV file
PostPosted: Thu Oct 04, 2018 11:54 am 
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shakotay2 wrote:
dropoff wrote:
Thanks,but its probably gonna take one eternity to import all map models with hex2obj.
You didn't get the idea - it's not intended to use hex2obj for such; it's just a helper tool to get a clues.

To understand the format. After having created ONE submesh of the format you usually start to write a script or use the Make_obj project.

But I guess you have to wait until someone does this for you.
Good luck. :)

Yeah,idk how to do it unfortunately.


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 Post subject: Re: demon's souls FLV file
PostPosted: Sun Oct 07, 2018 8:00 pm 
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I can even load map models on correct coordinates now but need correct uvs
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