The rules have been updated, read them now: Rules!

Search found 3325 matches

by shakotay2
Tue Apr 13, 2021 4:11 pm
Forum: 3D/2D models
Topic: Forza 7 PC (.carbin)
Replies: 3
Views: 61

Re: Forza 7 PC (.carbin)

just as a test I used my old forza3 app (from 4 years ago) and was surprised, it worked (with unplaced meshes, though):
.
bmw_m6_10.png
by shakotay2
Sat Apr 10, 2021 8:20 am
Forum: 3D/2D models
Topic: Digital Combat Simulator (PC) .EDM
Replies: 3
Views: 91

Re: Digital Combat Simulator (PC) .EDM

I really just go by the patterns of data from Model Researcher which mariokart64 said was a bad thing to do. Depends on what you mean by "the patterns of data". Using search-patterns in a hex editor to get "an idea of the data structure" is not that bad, if you have experience with some dozens of 3...
by shakotay2
Fri Apr 09, 2021 10:45 pm
Forum: 3D/2D models
Topic: Digital Combat Simulator (PC) .EDM
Replies: 3
Views: 91

Re: Digital Combat Simulator (PC) .EDM

Interesting format, guess it's using child objects (I didn't care for).
Here's the 3 biggest meshes I could get:
.
fa-18c.edm.png
Sharppy wrote:
Fri Apr 09, 2021 1:09 am
The data seems pretty clear.
Really? Tell us more.
How to get the different FVFsizes (84, 36, ?).

How to get the structure (hierarchy, if any)?
by shakotay2
Thu Apr 08, 2021 10:59 pm
Forum: 3D/2D models
Topic: Midnight Club LA (PS3)
Replies: 10
Views: 177

Re: Midnight Club LA (PS3)

But its very time consuming. Is there anyway to parse the model data by a script ? I wouldn't know, why not - but it's also very time consuming. :D Counts are to be found in the ..._unpacked files, that's good. Get the start_of_face_indices_blocks by searching for 0000 0001 0002 in 0xf9785b04_unpac...
by shakotay2
Thu Apr 08, 2021 6:11 pm
Forum: 3D/2D models
Topic: Fantasy Frontier Online (Aura Kingdom) New Nifs
Replies: 18
Views: 819

Re: Fantasy Frontier Online (Aura Kingdom) New Nifs

by the way why in one model FVFsize is 6 and in another is 12, how would I know in what model is what value? :( Half floats, 2 bytes, so 3 x2= 6. Floats, 4 bytes, so 3 x4=12. Find the floats (learn to recognize them, read the tutorial, "tut" button in hex2obj ). If there are no floats then try half...
by shakotay2
Thu Apr 08, 2021 9:30 am
Forum: 3D/2D models
Topic: Fantasy Frontier Online (Aura Kingdom) New Nifs
Replies: 18
Views: 819

Re: Fantasy Frontier Online (Aura Kingdom) New Nifs

r7037-nif-uvs.png . 0x5F2E is the start of a new block/a signature part, whatever - simple to see with some experience (0x5F3B: start of face index block). 4 is length of two half float uvs, so start address of uvs' block is 0x5F2E - 1735x4 (hex.)= 0x4412 (This calculation is different for nif r289...
by shakotay2
Wed Apr 07, 2021 11:20 am
Forum: 3D/2D models
Topic: Fantasy Frontier Online (Aura Kingdom) New Nifs
Replies: 18
Views: 819

Re: Fantasy Frontier Online (Aura Kingdom) New Nifs

but it is still difficult for me to find the exact values of the UV block, what would be the value of the FVF size of the nif 289? dunno what you mean, it's 12, as used by you. Or speaking of "size UVB" (size of UV block)? I tried with 1E168 there's floats, not half floats, you won't get far as lon...
by shakotay2
Tue Apr 06, 2021 11:12 pm
Forum: 3D/2D models
Topic: [X360] Star Wars Battlefront III pre-alpha (*.rax)
Replies: 102
Views: 16758

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

Here you go:
.
Coruscant_uvs.png
(The uvs look a little bit strange - I tested a sub mesh, one of those center circle objects, and they looked ok to me.)
by shakotay2
Tue Apr 06, 2021 4:52 pm
Forum: 3D/2D models
Topic: [X360] Star Wars Battlefront III pre-alpha (*.rax)
Replies: 102
Views: 16758

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

yeah, it's a matter of finding the suiting face indices blocks:
.
Coruscant.png
by shakotay2
Tue Apr 06, 2021 7:11 am
Forum: 3D/2D models
Topic: [X360] Star Wars Battlefront III pre-alpha (*.rax)
Replies: 102
Views: 16758

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

Without a map sample no one can tell, I guess.
by shakotay2
Mon Apr 05, 2021 10:19 pm
Forum: 3D/2D models
Topic: Help with a script for 3D models from Everybody's Golf World Tour [PS3]
Replies: 4
Views: 61

Re: Help with a script for 3D models from Everybody's Golf World Tour [PS3]

Magilou wrote:
Mon Apr 05, 2021 10:08 pm
Does that mean it can't be done?
At least offzip did not work (use forum search to understand how it works).

(So you'll need someone to uncompress the .xb files.)
by shakotay2
Mon Apr 05, 2021 9:39 pm
Forum: 3D/2D models
Topic: Help with a script for 3D models from Everybody's Golf World Tour [PS3]
Replies: 4
Views: 61

Re: Help with a script for 3D models from Everybody's Golf World Tour [PS3]

Hello, ... They're using the same .xb files Hello, why do you think so? In fact they are different, compare any of the EGWT xb files to a HSGW xb: . HSGW_PS3_xb_header.png The "29000000" is a count (41 decimal for said model, used in for m in range (A[1]):) For most EGWT xb it's 00000003 (50331648 ...
by shakotay2
Mon Apr 05, 2021 3:09 pm
Forum: 3D/2D models
Topic: [X360] Star Wars Battlefront III pre-alpha (*.rax)
Replies: 102
Views: 16758

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

uvs are hard to track, here's some of the easier ones:
.
tributary_exterior.png
by shakotay2
Sun Apr 04, 2021 9:34 am
Forum: 3D/2D models
Topic: Fantasy Frontier Online (Aura Kingdom) New Nifs
Replies: 18
Views: 819

Re: Fantasy Frontier Online (Aura Kingdom) New Nifs

moonpaladin wrote:
Sun Apr 04, 2021 6:14 am
I'm using 1F67E for star address but it fails,
Didn't care for uvs but what is the logic behind using (0x)1F67E?
Scrolling down in the file after that FF.. block there's only ONE possible address for me. Much to learn you have... use the source! :D
.
r7049-nif-uvs.png
by shakotay2
Thu Apr 01, 2021 8:55 pm
Forum: Tutorials
Topic: Make_obj (C source)
Replies: 45
Views: 11410

Re: Make_obj (C source)

Thanks - well, did you read here? Maybe I was not clear enough: Make_obj Skyforge version DOESN'T work with those samples, because their first face indices blocks doesn't start with 000001000200. You need to be a coder to adjust the code or simply use hex2obj . But, of course, there is a way, which ...