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Search found 14 matches

by Quetzalcoatil
Thu Aug 13, 2015 4:32 am
Forum: Website
Topic: Future of the forum: Q5 - Do you give credit to the forum?
Replies: 8
Views: 2677

Re: Future of the forum: Q5 - Do you give credit to the foru

This isn't really a fair question. I don't produce a lot. I comment when and where I can if it feels appropriate. But that usually means on this same forum :P Honestly I try not to draw too much attention to us. This is a hacking forum when you get down to it. I point people I know IRL life here all...
by Quetzalcoatil
Wed Oct 27, 2010 2:57 am
Forum: 3D/2D models
Topic: .KRV extension in Wii Models?
Replies: 18
Views: 4402

Re: .KRV extension in Wii Models?

Sooo... You're right, that's a rather sheepish looking water buffalo, not a car. So I've finagled blender into importing .xml files and found the OGRE tools for the .mesh to .xml step. I tested with your car.mesh, FurryFan, and found the buffalo! Now looking at the car.mesh file I see the face index...
by Quetzalcoatil
Tue Oct 26, 2010 1:28 pm
Forum: 3D/2D models
Topic: .KRV extension in Wii Models?
Replies: 18
Views: 4402

Re: .KRV extension in Wii Models?

FurryFan,

Wow, thanks! That looks highly useful.
Got the pm, too. I'll try to digest this tonight and see what I can come up with.

-Q13
by Quetzalcoatil
Mon Oct 25, 2010 9:24 pm
Forum: 3D/2D models
Topic: .KRV extension in Wii Models?
Replies: 18
Views: 4402

Re: .KRV extension in Wii Models?

FurryFan, So I exported an Ogre3d mesh.xml file from the initial blender cube in 2.49b. And got this: <mesh> <submeshes> <submesh material="Material" usesharedvertices="false"> <faces count="12"> <face v1="0" v2="1" v3="2"/> <face v1="0" v2="2" v3="3"/> <face v1="4" v2="5" v3="7"/> <face v1="5" v2="...
by Quetzalcoatil
Mon Oct 25, 2010 2:56 pm
Forum: 3D/2D models
Topic: .KRV extension in Wii Models?
Replies: 18
Views: 4402

Re: .KRV extension in Wii Models?

Oh I do not know any scripts, the way that I import tristrips of the type used in this game is by using microsoft word, to past in the tristrips and then add in a "00 00" in between strips strips in this seem to start with the hex byte "98" so I do find and replace all in microsoft word, which will...
by Quetzalcoatil
Mon Oct 18, 2010 8:47 pm
Forum: 3D/2D models
Topic: .KRV extension in Wii Models?
Replies: 18
Views: 4402

Re: .KRV extension in Wii Models?

Hey FurryFan, I see you're using blender to load the tri-strips. I'm slightly proficient with python, but I'm not familiar with the loading of tri-strips. Could you post the script you used for that import? Also, what did you mean by "98 2ByteInteger#Vertexes"? Did you mean there are 98 uint16 index...
by Quetzalcoatil
Wed Oct 13, 2010 4:20 am
Forum: Compressed files and methods
Topic: Random question about rules: what is and isn't allowed here?
Replies: 2
Views: 539

Re: Random question about rules: what is and isn't allowed h

Thanks for the rules link chrrox! And yes, I guess it wound up being more general than I had intended at first. I originally set out to ask about any special rules for this specific 'section' of the forum, but I broadened my scope once I realized I hadn't found any rules at all yet <) Most seem to b...
by Quetzalcoatil
Wed Oct 13, 2010 2:25 am
Forum: Compressed files and methods
Topic: Random question about rules: what is and isn't allowed here?
Replies: 2
Views: 539

Random question about rules: what is and isn't allowed here?

I'm curious as to what the 'rules of the road' here are. For example, certain games (the FF, RE, Halo, etc series's) have been hacked completely due to cooperation between well educated and intelligent people here on the forum. My goal is to (ahem) become one of these people soon, but I don't want t...
by Quetzalcoatil
Sat Oct 09, 2010 11:34 pm
Forum: 3D/2D models
Topic: FF 13 3D models ripping possible ...
Replies: 420
Views: 124978

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

<EDIT> Nevermind, finally found the right thread. Not supposed to use MultiEx Com, supposed to use QuickBMS... P_P </EDIT> I realize this may not be exactly where this should go, but it's heavily related. I have Dirge of Cerberus, but Aluigi's BMS keeps throwing "Multiex 3 could not process" or "err...
by Quetzalcoatil
Sat Oct 09, 2010 2:10 am
Forum: Graphic file formats
Topic: Ripping and Converting FF12 models for use in MMD
Replies: 4
Views: 3081

Re: Ripping and Converting FF12 models for use in MMD

The contents of this post was deleted because of possible forum rules violation.
by Quetzalcoatil
Fri Oct 08, 2010 1:59 pm
Forum: Graphic file formats
Topic: Does anyone recognize the data structure in this? (BOF:DQ)
Replies: 1
Views: 595

Does anyone recognize the data structure in this? (BOF:DQ)

The contents of this post was deleted because of possible forum rules violation.
by Quetzalcoatil
Fri Oct 08, 2010 1:29 pm
Forum: 3D/2D models
Topic: Breath of Fire 4 & .EMI file format
Replies: 3
Views: 1065

Re: Breath of Fire 4 & .EMI file format

Actually, that first link you posted has the MultiEx Commander script to extract the files from Capcom's .EMI archive format. They use it apparently on at least BoF:3,4, & 5. Get a hold of a copy of MultiEx Commander and register ($10), then you can copy the script from down the page on your first l...
by Quetzalcoatil
Wed Oct 06, 2010 1:50 am
Forum: Graphic file formats
Topic: Ripping and Converting FF12 models for use in MMD
Replies: 4
Views: 3081

Re: Ripping and Converting FF12 models for use in MMD

It was called 'Chargeur' I think, and I'm pretty sure it was done by a guy in Canada or France. I remember trying to use it back in the day, and the export feature having some issues with blenders import dae scripts. I could never get the meshes to come through, rigging worked great though XD
by Quetzalcoatil
Sat Oct 02, 2010 3:17 am
Forum: Graphic file formats
Topic: Ripping and Converting FF12 models for use in MMD
Replies: 4
Views: 3081

Re: Ripping and Converting FF12 models for use in MMD

Well, you need to make sure your graphics card supports Pixel Shader 2.0. I can run it fine, and I have a GeForce 8600 in my rig. Hope that helps. Also, when you get it to run, you'll need to check 'export Wavefront OBJ' on the 3dRipper's configure window. Then just download Blender and import the ....