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by gjinka
Wed Jan 18, 2012 9:12 pm
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2007
Views: 532897

Re: Dead or Alive series formats and tools

It works for me and I believe it should for you too, unless there is some math paradox I've never heard of. So what are you doing? Can you post an exact code which crashes with the error message? Also not that len() is meant for lists/tuples and dictionaries, which can have multiple elements. len() ...
by gjinka
Wed Jan 18, 2012 2:18 pm
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2007
Views: 532897

Re: Dead or Alive series formats and tools

Oh nice. I havent had enough time to study the whole blender script, but two things I noticed bony: 1) you can actually store a list of length 0 or 1 in python. Why wouldn't you be able to? list.append([]) # add an empty list to a list # OR a = [] list.append(a) list.append([1]) # add a list with 1 ...
by gjinka
Tue Jan 17, 2012 4:21 pm
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2007
Views: 532897

Re: Dead or Alive series formats and tools

1. You make textures like this: image = bpy.data.images.new(name, width, height, alpha = 1) image.pixels = pixels # save in blend image.pack(as_png = True) texture = bpy.data.textures.new(name, type = 'IMAGE') texture.image = image texture.use_alpha = True Where "pixels" is a python list of rgbargba...
by gjinka
Sun Jan 15, 2012 9:27 pm
Forum: 3D/2D models
Topic: 3D model reversing compilation
Replies: 68
Views: 73539

Re: 3D model reversing compilation

I wondering if we could add it to a wiki. It's a specific tutorial for people writing importers/exporters. Got something for a start: BLENDER PYTHON FOR AN IMPORTER/EXPORTER WRITER This document is meant for Blender importer/exporter writers. It explains all you need to know: how to create a mesh, a...
by gjinka
Sun Jan 15, 2012 9:12 pm
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2007
Views: 532897

Re: Dead or Alive series formats and tools

Oh, a Blender script, thats enough for me.

btw b0ny, do you still have questions about Blender Python? I'm still learning the new version of Blender, but maybe I could help.
by gjinka
Sun Jan 15, 2012 3:08 pm
Forum: Game Archive
Topic: Tekken Hybrid
Replies: 80
Views: 14671

Re: Tekken Hybrid

Maybe the normals are stored differently, I don't know, maybe not as vectors but radians or eulear or some other crazy way. Anyway, most 3d modellers will recompute the normals anyway, during import and modelling. Thanks a lot. I'll study this format with your script, will make a Blender importer an...
by gjinka
Sun Jan 15, 2012 9:18 am
Forum: 3D/2D models
Topic: 3D model reversing compilation
Replies: 68
Views: 73539

Re: 3D model reversing compilation

I could write a tutorial for Blender, specifically targeted at importers. The API has a lot of functions which are junk to us.
by gjinka
Sat Jan 14, 2012 9:23 am
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2007
Views: 532897

Re: Dead or Alive series formats and tools

where are you on the importing? I thought you were ok with the MDL and OBJ blocks? Nope, not really. There seems to be only 1 type of OBJ chunk documented. You guys say there are multiple and they store different things, you also say they can have multiple vertex/index buffers. How do you know how ...
by gjinka
Sat Jan 14, 2012 8:42 am
Forum: Game Archive
Topic: Tekken Hybrid
Replies: 80
Views: 14671

Re: Tekken Hybrid

Nope. That has nothing to do with whether Daemon Tools can successfully mount it. If you can't mount it then you've found quite a rarity amongst PSX games or you have a bad rip. What? You are saying the same thing as last time. I can't add anything more to what I've said: Quite the contrary, actual...
by gjinka
Sat Jan 14, 2012 8:39 am
Forum: 3D/2D models
Topic: how about making an OpenGL ripper?
Replies: 10
Views: 3656

Re: how about making an OpenGL ripper?

Well how would that work?
Would you need to rename the original dll, create a dll with the original name and tell it to use the renamed dll, so it will get needed data before passing it to the original (renamed)?
by gjinka
Fri Jan 13, 2012 6:03 pm
Forum: Game Archive
Topic: Tekken Hybrid
Replies: 80
Views: 14671

Re: Tekken Hybrid

Can you remind me what degenerate triangles are? You say they appear normal when filpped, which sounds like a normals issue.

Good job. Is there anything left in the file. Please post where stuff are (like a wiki) when you get the time.
by gjinka
Fri Jan 13, 2012 2:52 pm
Forum: 3D/2D models
Topic: how about making an OpenGL ripper?
Replies: 10
Views: 3656

Re: how about making an OpenGL ripper?

I don't think I'll be able to do it without learning more OpenGL and learning C then. BTW, the word "wrapper" in python is usually used for a code which makes a non-python library callable by python. I think what you mean is to rewrite the OpenGL library where the required functions are replaced wit...
by gjinka
Fri Jan 13, 2012 12:10 pm
Forum: Game Archive
Topic: Tekken Hybrid
Replies: 80
Views: 14671

Re: Tekken Hybrid

Quite the contrary, actually ... If it's failing then you probably have a screwed up disc image. filesystem. It's probably not a screwed up disk because I tried two and finale00 tried himself, although it's also possible you've stumbled upon an unusual game without a standard filesystem. And that's...
by gjinka
Thu Jan 12, 2012 9:20 pm
Forum: 3D/2D models
Topic: 3D model reversing compilation
Replies: 68
Views: 73539

Re: 3D model reversing compilation

I think most people prefer format specifcations instead of scripts. You aren't expected to know 3 languages to understand the wiki. I understand why you made that page but I think people will think we are encouraging them to post a link to a script instead of writing proper specifications in the app...
by gjinka
Thu Jan 12, 2012 5:56 pm
Forum: 3D/2D models
Topic: how about making an OpenGL ripper?
Replies: 10
Views: 3656

Re: how about making an OpenGL ripper?

To a format which almost nothing opens, almost never gets textures right and of course never manages to get the t-posed geometry.

If I knew where to look, I'd give it a shot myself, but there doesn't seem to be any documentation on accessing stuff in the GPU anywhere.