Search found 18 matches
- Thu May 26, 2011 2:54 pm
- Forum: Holy Cow!
- Topic: 3D studio max issue
- Replies: 7
- Views: 2277
Re: 3D studio max issue
Try switching -h and setup with software graphics option. If its a card issue it will work, however slow, it will work. if its doesn't then its something else.
- Tue Dec 28, 2010 12:01 am
- Forum: Game Archive
- Topic: Star Wars The Force Unleashed - PC Version .z files
- Replies: 110
- Views: 51672
Re: Star Wars The Force Unleashed - PC Version .z files
Shoot me a PM with some offsets and a specific file so i can see where they start and how they relate to the beginning of the mesh data. There has to be a relationship or something distinct as a header
- Mon Dec 27, 2010 10:56 pm
- Forum: Game Archive
- Topic: Star Wars The Force Unleashed - PC Version .z files
- Replies: 110
- Views: 51672
Re: Star Wars The Force Unleashed - PC Version .z files
If you want I cam send you the code that I used for the ripper. it's in vb6. Worse case you can open it in a text editor and use it for reference. or i can write an extractor that will dump the raw stuff you need without all the garbage that you dont.
- Mon Dec 27, 2010 10:20 pm
- Forum: Game Archive
- Topic: Star Wars The Force Unleashed - PC Version .z files
- Replies: 110
- Views: 51672
Re: Star Wars The Force Unleashed - PC Version .z files
Did you guys get the bones straightened out? If so are you using a max script?
- Sun Dec 05, 2010 2:40 pm
- Forum: 3D/2D models
- Topic: SW Republic Heroes [pc] MDL/MDG file conversion help
- Replies: 11
- Views: 3312
Re: SW Republic Heroes [pc] MDL/MDG file conversion help
Basiclly if you look at the last couple bytes of the tex file , it will tell you the length and width. then i just took a raw dds file and copied the header from that to the top of the text file. You can leave all the info in the tex file as most if not all will look at the header to decide how long...
- Sun Dec 05, 2010 2:42 am
- Forum: 3D/2D models
- Topic: SW Republic Heroes [pc] MDL/MDG file conversion help
- Replies: 11
- Views: 3312
Re: SW Republic Heroes [pc] MDL/MDG file conversion help
Wow, That sure is the way to get people that have no vested interest in helping you to rip a model so you can make a helmet out of paper and show all your friends how talented you are :roll: to help you Maybe next time you could do a little research yourself, instead of acting like corporate America...
- Fri Nov 05, 2010 7:09 pm
- Forum: 3D/2D models
- Topic: Blade Kitten (PC)
- Replies: 11
- Views: 8635
Re: Blade Kitten (PC)
The tex files are just dds files without the header. the header info is at the end.
- Fri Nov 05, 2010 7:05 pm
- Forum: Game Archive
- Topic: Star Wars Force Unleashed 2 PC .GTO Models
- Replies: 32
- Views: 9355
Re: Star Wars Force Unleashed 2 PC .GTO Models
@ AceWell --DANGIT, beat me by 3 hours. One day I will figure something out first on this site, one day. @ Zerovisibilite --Does this decrease the time it will take you to crack this code or were you already aware of this and it makes no difference in that regard? Thanks, love your tool.----Err, wa...
- Sun Oct 31, 2010 3:41 am
- Forum: Game Archive
- Topic: Star Wars Force Unleashed 2 PC .GTO Models
- Replies: 32
- Views: 9355
Re: Star Wars Force Unleashed 2 PC .GTO Models
I'm already on it, I have some working demo stuff but there is enough differences in the float structures that only a hand full of the models make it through without crashing max. I will have to relook at the way the offsets are handled in the new files.
- Tue Oct 05, 2010 11:46 pm
- Forum: Game Archive
- Topic: Star Wars The Force Unleashed - PC Version .z files
- Replies: 110
- Views: 51672
Re: Star Wars The Force Unleashed - PC Version .z files
Hello there, First, thanks for all you've done so far. Next, well, I must admit I followed AceWell instructions, and I still do have a problem. What I've done : - Download the last TFU_GTO_Ripper - Use it to convert ImperialOfficer and Imperialtrooptransport gto files to obj files - Import those .o...
- Sun Sep 26, 2010 2:36 pm
- Forum: Game Archive
- Topic: Star Wars: The Clone Wars - Repulic Heroes *.rkv
- Replies: 16
- Views: 10133
Re: Star Wars: The Clone Wars - Repulic Heroes *.rkv
Works Great, thank you. I knew the second "size" was the decompressed size but had no clue how to go from there. This is a big load off my back as I have been stewing over it for months now in the back of my mind. THANK YOU
- Wed Jun 30, 2010 7:38 pm
- Forum: Game Archive
- Topic: Star Wars The Force Unleashed - PC Version .z files
- Replies: 110
- Views: 51672
Re: Star Wars The Force Unleashed - PC Version .z files
Here is the latest Ripper. It auto finds the number of "Weights" for each verts segment. Exports as one obj, however I cant figure out the Material assignments so that is still manual. IE the .mtl file is bogus and just a place holder. I am looking at a different format to export to that will make t...
- Wed Jun 30, 2010 7:32 pm
- Forum: Compressed files and methods
- Topic: Clone Wars .mdg Files (Compressed or not????)
- Replies: 0
- Views: 859
Clone Wars .mdg Files (Compressed or not????)
The contents of this post was deleted because of possible forum rules violation.
- Tue Jun 15, 2010 8:14 pm
- Forum: Game Archive
- Topic: Star Wars The Force Unleashed - PC Version .z files
- Replies: 110
- Views: 51672
Re: Star Wars The Force Unleashed - PC Version .z files
The boneweight in the App is for placement of the typedata I used. It will not export bone weight or bones for that matter. Until I (or someone else) spends some time on the bone and animation stuff, t is what it is. Sorry
- Mon Jun 14, 2010 5:03 pm
- Forum: Game Archive
- Topic: Star Wars The Force Unleashed - PC Version .z files
- Replies: 110
- Views: 51672
Re: Star Wars The Force Unleashed - PC Version .z files
Ok, Her is the automated ripper. I used the BMS script above to get the GTO files then this program to ripp them into .obj. There are 2 radio buttons to select which bone weight to use 3 or 5. I have found that 3 works for most and for those that dont the 5 will work. It prompts for an export folder...
