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by mariokart64n
Thu Apr 30, 2020 4:38 pm
Forum: 3D/2D models
Topic: [PS3] The iDOLM@STER One For All Model Format (.par) Help
Replies: 9
Views: 1282

Re: [PS3] The iDOLM@STER One For All Model Format (.par) Help

I don't understand your criticism of having variables named unknown? All the block structures are completely mapped to each respective class making inspecting each variable possible. The fact is; you guys should have been more diligent and read the mesh table properly, your incompetence was not your...
by mariokart64n
Thu Apr 30, 2020 12:59 am
Forum: 3D/2D models
Topic: [PS3] The iDOLM@STER One For All Model Format (.par) Help
Replies: 9
Views: 1282

Re: [PS3] The iDOLM@STER One For All Model Format (.par) Help

A member on the xentax discord named Theos had created a Noesis script and was having troubles importing these meshes with the proper weight ids. I attempted to provide support but came to the conclusion Theo's Noesis script and format specification were incomplete. I spent about 3 days reversing th...
by mariokart64n
Sun Apr 19, 2020 3:07 pm
Forum: Code Talk
Topic: Maxscript csv Object Placer
Replies: 1
Views: 205

Re: Maxscript csv Object Placer

not sure if this is what your looking for? cause the code you posted are doing two separate things, one is creating a sphere, and the others are updating an object by name reference. Didn't know what you wanted to this just creates a sphere clearlistener() try(destroydialog pinfo_imp)catch() rollout...
by mariokart64n
Sat Apr 18, 2020 6:17 pm
Forum: Graphic file formats
Topic: [PS2] Soul Calibur III
Replies: 14
Views: 583

Re: [PS2] Soul Calibur III

Yeah theres another topic in the 3D section

viewtopic.php?f=16&t=5648&start=30

I actually need help with the format, my maxscript is attached in my post
by mariokart64n
Sat Apr 18, 2020 5:31 pm
Forum: Graphic file formats
Topic: [PS2] Soul Calibur III
Replies: 14
Views: 583

Re: [PS2] Soul Calibur III

Thanks for posting your repository, once I was able to see your texture functions in a fuller context I was able to get it working in maxscript https://media.discordapp.net/attachments/679171931538325536/701103930620510258/unknown.png After applying a gamma correction of 2.2 the imported image is id...
by mariokart64n
Fri Apr 17, 2020 6:23 pm
Forum: Graphic file formats
Topic: [PS2] Soul Calibur III
Replies: 14
Views: 583

Re: [PS2] Soul Calibur III

I was able to convert image data with the function Acewell posted, however the colours are wrong here is the 8bit unswizzle function transcoded to maxscript fn unswizzle_8bit Swizzled& Width Height = ( -- PSMT8 local Buf = #() local y = 1, x = 1, block_location = 0, byte_num = 0 local swap_selector ...
by mariokart64n
Fri Apr 17, 2020 5:04 pm
Forum: 3D/2D models
Topic: Soul Calibur 3 Modding
Replies: 31
Views: 10150

Re: Soul Calibur 3 Modding

Sorry for the bump; Recently I dusted off my old script for SC3 and realized alot more work was required for me to import models correctly So I spent a week documenting as much as possible of the mesh binary so that I might have a better chance identifying the mesh info. I created this flow charted ...
by mariokart64n
Wed Apr 08, 2020 11:20 am
Forum: Graphic file formats
Topic: [PS2] Help with RAW Texture Format
Replies: 2
Views: 256

Re: [PS2] Help with RAW Texture Format

I'm no expert here but just recently I have been looking into ps2 textures for sc3. I typically do 3d importing so normally I use 3dsmax for making programs. So as I was getting into texture import I just used the API in 3dsmax to render my images instead of directly writing to an external format li...
by mariokart64n
Mon Apr 06, 2020 5:18 am
Forum: Graphic file formats
Topic: [PS2] Soul Calibur III
Replies: 14
Views: 583

[PS2] Soul Calibur III

The textures appear to be kept in a container where there can be multiple images and multiple image palettes for each image. I'm examining a container with just a single palette and image so that I know they belong to each other. Ran PCSX2 and dumped the texture so I know what its suppose to look li...
by mariokart64n
Sun Mar 29, 2020 4:38 am
Forum: 3D/2D models
Topic: Audition Online 3D model !!!
Replies: 3
Views: 937

Re: Audition Online 3D model !!!

Someone on the discord was inquiring about writing a new file for this game as they had some plugin source code but some issue. the person wasn't able to share the source code so I ended up reversing the format myself so that I would be able to read and write models to the format. Anyway here is a i...
by mariokart64n
Thu Mar 05, 2020 7:59 pm
Forum: 3D/2D models
Topic: [Wii] Suzumiya Haruhi no Heiretsu (*.sge)
Replies: 2
Views: 567

[Wii] Suzumiya Haruhi no Heiretsu (*.sge)

Title: 涼宮ハルヒの並列 (Suzumiya Haruhi no Heiretsu) Platform: Wii (ID: R44J8P) Cover: https://i.imgur.com/qt920H4.jpg ========================================================================================================== MaxScript Importer: Status: Importer is incomplete, only imports base geometry a...
by mariokart64n
Tue Oct 22, 2019 5:06 am
Forum: Game Archive
Topic: [PS2] 'Def Jam Vandetta' DATA.BIN Archive (JPN) (SLPS-252)
Replies: 0
Views: 1238

[PS2] 'Def Jam Vandetta' DATA.BIN Archive (JPN) (SLPS-252)

I've written a python script that works as a plugin for noesis to extract contents from the ISO of the japanese version of def jam vandetta (PS2). two files are required; -SLPS_252.75 -DATA/DATA.BIN Note that there was a BMS script written by aluigi previously for the european version, which does a ...
by mariokart64n
Thu Oct 17, 2019 7:45 pm
Forum: 3D/2D models
Topic: Middle-earth: Shadow of War maxscript (.skel .mesh)
Replies: 49
Views: 11564

Re: Middle-earth: Shadow of War maxscript (.skel .mesh)

Sorry for the bump A request was made through the xentax discord to have zaramot's maxscript converted to a noesis plugin. I have gone through zaramot's maxscript line for line and convert it comparably to python, the attached script below will work with Noesis fmt_shadowofwar_mesh.zip *The script o...
by mariokart64n
Sun Jun 11, 2017 4:13 pm
Forum: 3D/2D models
Topic: Need an export script
Replies: 7
Views: 907

Re: Need an export script

I looked at the format and I would have to say this is a good format for someone that wanted to learn all this stuff Anyway I did a mockup maxscript here: /* ---------------------------------------------------------- MAXSCRIPT Description: Mockup import script to import kings bounty crossworlds bma ...
by mariokart64n
Wed Mar 29, 2017 11:02 am
Forum: 3D/2D models
Topic: Spider-Man 3 PC
Replies: 76
Views: 12000

Re: Spider-Man 3 PC

its very hard to make a model importer with only one sample. its a lot easier with several samples of different sizes. type 36 is models quickbms script goto 0x394 for i = 0 < 152 get hash long get type long get offset long get size long string NAME p= "%08x" hash string EXT p= "%02x" type string N...