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by shakotay2
Sun Aug 01, 2021 7:52 pm
Forum: 3D/2D models
Topic: Ben 10 Alien Force .et files help!
Replies: 1
Views: 112

Re: Ben 10 Alien Force .et files help!

Mind to show to vertices? I won't do all the work - my usual job is to show the first sub mesh of one sample.

(In some rare cases where I'm interested in the models myself I create some Make_obj (or Make_H2O) project. That's the way it goes and I won't change it. :) )
by shakotay2
Fri Jul 30, 2021 1:56 pm
Forum: 3D/2D models
Topic: Echo night PS2 .vmd
Replies: 4
Views: 209

Re: PS2 .vmd model

fast wrote:
Fri Jul 30, 2021 9:09 am
how to fill vertices with faces?
What you think is face indices (FIs) looks much too regular to me. So auto created face indices seem to do the trick (until someone finds out how to get the FIs, if any).
.
too regular.png
by shakotay2
Fri Jul 30, 2021 1:49 pm
Forum: 3D/2D models
Topic: Valentino Rossi The Game/Milestone .Bin file export
Replies: 3
Views: 109

Re: Valentino Rossi The Game/Milestone .Bin file export

Seems good, do you have any solid tutorial for hex2obj because the original is quite difficult to understand. well, the project is finished, more or less - so I surely won't write another tutorial. :eek: You may read through the "Extracting simple models" thread: https://forum.xentax.com/viewtopic....
by shakotay2
Fri Jul 30, 2021 8:29 am
Forum: 3D/2D models
Topic: Exanima 3D models, unknown format
Replies: 17
Views: 357

Re: Exanima 3D models, unknown format

The formula would be directPosIdx[i] = posIndices[ faceIndices[i] ] ... yeah, that's what I used in my last posted picture. Or you just recreate the position and uv buffer to use the face indices directly: directPosCoord[i] = positions[ posIndices[i] ] directUvCoord[i] = uvs[ uvIndices[i] ] That's ...
by shakotay2
Thu Jul 29, 2021 11:14 pm
Forum: 3D/2D models
Topic: Valentino Rossi The Game/Milestone .Bin file export
Replies: 3
Views: 109

Re: Valentino Rossi The Game/Milestone .Bin file export

As a first impression (maybe more tomorrow):
.
BIKEFT_000-bin.png
milo9559 wrote:
Thu Jul 29, 2021 2:14 pm
Any body have any easier method how to do that?
If you think of a one-click-solution I guess, "no". As always you'll need to understand the data structure, test it in a tool (AXE, MR, hex2obj), then write a script.
by shakotay2
Thu Jul 29, 2021 10:01 pm
Forum: 3D/2D models
Topic: Exanima 3D models, unknown format
Replies: 17
Views: 357

Re: Exanima 3D models, unknown format

Maybe for uvs are indexed are something like that? Yep, newbie, and the vertices, too. :roll: Well, indexed indices. "Data Reorganizer" of AXE is a good idea but too complex for me (and hex2obj - guess I will create/hold all the data in its memory. But no idea how to keep this simple for pos AND uv...
by shakotay2
Thu Jul 29, 2021 1:00 pm
Forum: 3D/2D models
Topic: Exanima 3D models, unknown format
Replies: 17
Views: 357

Re: Exanima 3D models, unknown format

Maybe for uvs are indexed are something like that?
Point cloud looks ok:
.
2h_axe_tex.png
by shakotay2
Thu Jul 29, 2021 12:22 pm
Forum: 3D/2D models
Topic: Exanima 3D models, unknown format
Replies: 17
Views: 357

Re: Exanima 3D models, unknown format

well, doesn't look too bad: . 2h_axe.png Guess you need to use a lesser face index count (15?) for the first sub mesh, then find the start of the next face indices block for the mesh. (For the uvs it's different, max FI is 116 there. ) edit: nope, it's indexed vertices (or to say, there's an additio...
by shakotay2
Wed Jul 28, 2021 7:13 pm
Forum: 3D/2D models
Topic: B10OV CHAR_FourArms_WC.et_decomp help.
Replies: 6
Views: 229

Re: B10OV CHAR_FourArms_WC.et_decomp help.

It's supposed to be - someone has to do the remaining work :scaredy: .
by shakotay2
Wed Jul 28, 2021 2:09 pm
Forum: 3D/2D models
Topic: Exanima 3D models, unknown format
Replies: 17
Views: 357

Re: Exanima 3D models, unknown format

Like vertices the uvs seem to make sense:
.
hammer01.png
(We'd need the texture to maybe tell more.)
by shakotay2
Tue Jul 27, 2021 11:11 pm
Forum: 3D/2D models
Topic: Ninja Gaiden Black (Xbox) .kmd and .chr files
Replies: 6
Views: 995

Re: Ninja Gaiden Black (Xbox) .kmd and .chr files

Take your time. :)

Finding the start of vertices in aya_a.kmd is no rocket science, I just scrolled down through the file in a hex editor:
.
aya_a-kmd-startOfVertices.png
by shakotay2
Sun Jul 25, 2021 5:06 pm
Forum: 3D/2D models
Topic: B10OV CHAR_FourArms_WC.et_decomp help.
Replies: 6
Views: 229

Re: B10OV CHAR_FourArms_WC.et_decomp help.

splitMesh.png
by shakotay2
Sun Jul 25, 2021 1:23 pm
Forum: 3D/2D models
Topic: B10OV CHAR_FourArms_WC.et_decomp help.
Replies: 6
Views: 229

Re: B10OV CHAR_FourArms_WC.et_decomp help.

lilyampykidYTXeNTaX wrote:
Sat Jul 24, 2021 7:34 pm
Hey Shakotay2, can I get help with CHAR_FourArms_WC.et_decomp?
Well, I was in the hope you could start some research by yourself. These are my nearest hits:
.
FourArms_WC_____00000000.et_decomp.png
(both meshes look similar somehow)
by shakotay2
Sat Jul 24, 2021 2:49 pm
Forum: 3D/2D models
Topic: (Xbox) Crimson Skies High Road to Revenge plane models (.x)
Replies: 72
Views: 9936

Re: (Xbox) Crimson Skies High Road to Revenge plane models (.x)

, but what file you open on a debugger (ida or ghidra) of an xbox1 game? well, I guess you'll need the XBox360 SDK? ------------------------------ Would this be useful for refining existing model plugins/converters for CS? Usually we don't have access to the .pdb files of those plugins/converters. ...
by shakotay2
Fri Jul 23, 2021 6:10 pm
Forum: 3D/2D models
Topic: (Xbox) Crimson Skies High Road to Revenge plane models (.x)
Replies: 72
Views: 9936

Re: (Xbox) Crimson Skies High Road to Revenge plane models (.x)

Afaik .pdb is the symbol table, you load the exe into a debugger (windbg, IDA, OllyDbg) then usually the symbol table is loaded and you can see data types, set break points, etc.
Here are the symbols of a 3D tools of mine in x32dbg (successor of OllyDbg?) :
.
pdb-symbols.png