OK double post to say that I found the solution to my problem: Basically the bones were parent relative, and I assumed 3DSMax would make them parent-relative by default, by simply specifying the correct hierarchy; but since this is not the case, one must of course multiply the matrix of each bone, b...
Thanks chrrox, I'm gonna try it right away and report back! In the meantime, dumb question, why does your script have two matrices? I guess the second one is not really necessary since it's not used anyway..^^" ... EDIT: I'm sorry, but I'm still getting mixed results. The overall shape of the skelet...
So I've been ripping some 3D models from some of my favorite games, just for fun, and I found this weird problem that I hope someone can help me with. Basically I have the whole format figured out: Vertex data + bone matrices + skin info (bones indices + weights). However, I can only import meshes: ...
Thanks Azurfan, you must be right, judging by that model's base, which looks exactly like the big mesh I extracted. Also the pipes right above it matches my previous texture (which also has Ansem's hands). It's also impossible for me to extract the files themselves (my PS3 can't have a CFW), so if s...
yeah, you know, the file posted in the previous page. Anyway, I finished the model parser, at least works with that example file. I'd need some more model files to make sure it works with all of them xD. The parser scans normals, UV's and positions. It ignores bones/skining nad faces (there are no f...
Not really, I'd have to compare models from both versions to actually say. In the meantime, if someone knows how to read big endian floats in maxscript, that would be great. So far I've inverted the endianness of a pair of meshes and imported them using a simple script, maybe someone can recognize t...
Some years ago I had a look at the original RE:CoM models and they were fairly simple to figure out (once you figured out the SPR compression, which was the hard part xD). This files seems to have some common part, for example, in the PS2 version, 3D models would come with mesh + skeleton in a singl...
They are just PNG's with wrong header (at least the 2 Ive seen); there are another file in each dtg, that I havent had time too look into; a pair of examples: win text 0: http://img522.imageshack.us/img522/6417/wintext0.png guite left: http://img151.imageshack.us/img151/6973/guideleft.png Regards: ~...
This is the complete code I'm using to decompress and recompress; it is a pretty standard implementation, with a top of 16 byte os compressed strings: using System; using System.IO; using System.Runtime.InteropServices; namespace LZSS { unsafe static class LZSS { const int N = 4096; const int F = 16...
Decompression algorithm by me: private static void Decode() { int i, j, k, r, c, flags; for (i = 0; i < N - F; i++) text_buf[i] = 0x00; r = N - F; flags = 0; for (; ; ) { if (((flags >>= 1) & 256) == 0) { if (infile.Position == infile.Length) break; c = infile.ReadByte(); flags = c | 0xff00; } if ((...
The code isn`t really necessary as those images are in a pretty obvious format: They are just RGBA8888 direct color, little endian images; some examples you posted: http://img847.imageshack.us/img847/1509/yuj.png http://img40.imageshack.us/img40/2963/file1t.png http://img856.imageshack.us/img856/879...
That bigfile uses a custom graphic format (very simmilar to TM2, yeah) that has the "GIM" signature; but it´s different than GIM´s from PS3/PSP so you wont find any tool to view them. In order to decode, note that the header (after the signatures), includes the ressolution, then it comes the pixel d...
From what I´ve seen, only the header and some other specific file parts are encrypted, I also got the key from one of the files (which is 0x500 bytes long, btw. Basically xores and then decreases, eight times, and then jumps to xor a random value twice, then starts decreasing again...). About the se...