And here is an example of the Edna bone animation model containing the vertex data. The nodes are named like "DB_XNECKRIBBON1_1_R", "DB_HOOD1_1_BR", "DB_HOOD1_1_BL" and so on.
My goal is to modify the vertex data and store it back into the game for a better gaming experience.
Search found 3 matches
- Tue Apr 26, 2016 6:41 pm
- Forum: Game Archive
- Topic: Tales of Zestiria
- Replies: 28
- Views: 10464
- Tue Apr 26, 2016 6:30 pm
- Forum: Game Archive
- Topic: Tales of Zestiria
- Replies: 28
- Views: 10464
Re: Tales of Zestiria
I can only attach one file per post. So here's the code to extract the textures and model data.
- Tue Apr 26, 2016 6:23 pm
- Forum: Game Archive
- Topic: Tales of Zestiria
- Replies: 28
- Views: 10464
Tales of Zestiria
Hi After some hacking I managed to rip static objects directly from the model files. But I'm struggling with the animated model files: The index buffer and texture coordinate data is stored separately from the vertex data. The vertex data itself is stored directly in a hierarchical bone structure, w...
