Search found 37 matches

by onionhead
Mon Mar 03, 2014 5:08 am
Forum: Game Archive
Topic: Dark Souls .BDT Archive
Replies: 29
Views: 14104

Re: Dark Souls .BDT Archive

Im a bit confuse as to how to use Offzip for the bhd5 files. Do I have to place the offzip exe on C: or i can just put it in another drive?
by onionhead
Tue Sep 14, 2010 2:05 am
Forum: Game Archive
Topic: Ninja Gaiden Sigma 2 audio (XWS extension)
Replies: 4
Views: 1206

Re: Ninja Gaiden Sigma 2 audio (XWS extension)

does this mean that NGS2 files can be ripped now?
by onionhead
Tue Jun 29, 2010 1:45 pm
Forum: 3D/2D models
Topic: Ninja Gaiden 2 x360
Replies: 161
Views: 63503

Re: Ninja Gaiden 2 x360

i have found an iso for NG2 but the contents inside are only files like BUP .. IFO VOB files and i have no idea what to use to extract the gmd files? is there like a extractor for this?
by onionhead
Wed Mar 03, 2010 7:43 pm
Forum: Game Archive
Topic: [PC] Devil May Cry 4
Replies: 320
Views: 131206

Re: [PC] Devil May Cry 4

can dantes office be extracted thru the extractor provided? or do i have to extract the models seperately and put them back togehter in max?
by onionhead
Sat Feb 27, 2010 3:52 pm
Forum: 3D/2D models
Topic: 3d max
Replies: 2
Views: 1313

Re: 3d max

you can check out sites like

cgtuts+ http://cg.tutsplus.com/category/tutorials/
3dtutorials http://www.3d-tutorials.com/rendering_tutorials/page1/
also check out forums like cgtalk for help and inspiration http://forums.cgsociety.org/
by onionhead
Wed Feb 24, 2010 4:51 pm
Forum: 3D/2D models
Topic: Ninja Gaiden 2 x360
Replies: 161
Views: 63503

Re: Ninja Gaiden 2 x360

sorry for being a noob. i own Ninja gaiden sigma 2, but how do i get the files.

edit: sry let me reword this, is there anywhere that host these files or should i say will anybody upload these files.
by onionhead
Sun Feb 14, 2010 4:57 pm
Forum: 3D/2D models
Topic: Low poly to high poly
Replies: 7
Views: 3061

Re: Low poly to high poly

yeh use xnormal its free. http://www.xnormal.net/1.aspx. and this is the steps to apply the displacement map. http://www.pixologic.com/docs/index.php ... ntable=yes
by onionhead
Sat Feb 13, 2010 4:46 pm
Forum: 3D/2D models
Topic: Low poly to high poly
Replies: 7
Views: 3061

Re: Low poly to high poly

Since the rise of game engines utilizing normal maps to create a "higher-def" look without the actual poly count going through the roof, game content detail has gone up exponentially with the last generation to the next. There are tons of tools free and commercial that can take a hi-poly model and ...
by onionhead
Fri Feb 05, 2010 9:21 pm
Forum: Game Archive
Topic: Soul Calibur 4
Replies: 183
Views: 125773

Re: Soul Calibur 4

wut was that for?
by onionhead
Thu Feb 04, 2010 3:44 pm
Forum: Game Archive
Topic: Soul Calibur 4
Replies: 183
Views: 125773

Re: Soul Calibur 4

those models look good. i want to get my hands on those. but i only have the ps3 version of sc4.
by onionhead
Sat Jan 30, 2010 4:02 am
Forum: 3D/2D models
Topic: FF 13 3D models ripping possible ...
Replies: 420
Views: 157144

Re: FF 13 3D models ripping possible ...

wohoo thats sure is some great news. that means there will be more extraction tools for ps3 games.
by onionhead
Tue Jan 26, 2010 2:40 am
Forum: Game Archive
Topic: Soul Calibur 4
Replies: 183
Views: 125773

Re: Soul Calibur 4

looks like a very clean extract. i mean like no extra faces needed to be deleted
by onionhead
Fri Jan 22, 2010 4:09 am
Forum: 3D/2D models
Topic: Ninja Gaiden 2 x360
Replies: 161
Views: 63503

Re: Ninja Gaiden 2 x360

that sounds bad, so its totally impossible eh? unless they release a pc version rite? man i was hoping to acquire momiji,ayane and rachel for my fight scene
by onionhead
Thu Jan 21, 2010 12:09 am
Forum: 3D/2D models
Topic: Ninja Gaiden 2 x360
Replies: 161
Views: 63503

Re: Ninja Gaiden 2 x360

anyone working on a ninja gaiden sigma 2 extractor?
by onionhead
Fri Jan 08, 2010 3:35 am
Forum: 3D/2D models
Topic: Ninja Gaiden 2 x360
Replies: 161
Views: 63503

Re: Ninja Gaiden 2 x360

1) pick the first mesh which is your main mesh that you want to animate. then add a morpher modifier to it. 2) then click on the empty tab and pick object from scene. 3) repeat step 2 until you added every single morph target. 4) use the spinner beside each morph target to test if the main mesh morp...