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- Sun Nov 26, 2017 10:14 pm
- Forum: Graphic file formats
- Topic: Chill Manor (DOS) IMG files
- Replies: 2
- Views: 1302
Re: Chill Manor (DOS) IMG files
Still no progress elsewhere on this, any help appreciated.
- Sat Sep 16, 2017 9:04 am
- Forum: Graphic file formats
- Topic: Chill Manor (DOS) IMG files
- Replies: 2
- Views: 1302
Re: Chill Manor (DOS) IMG files
For reference, this is how the first texture looks in the sample Chill Manor IMG after being processed ingame. Used TiledGGD to grab it. Typical wall textures are 64x128. This was easy to grab given it is without masking. If needed, can attach the raw palette to this thread.
- Wed Sep 06, 2017 9:25 am
- Forum: Graphic file formats
- Topic: Chill Manor (DOS) IMG files
- Replies: 2
- Views: 1302
Chill Manor (DOS) IMG files
Ages ago on here a program was made that converted sprites from the .IMG files of I.M.Meen into BMP. Chill Manor uses a very VERY similar setup, even many of the same formats, given it was by the same (long defunct) company, Animation Magic, and the game using a significantly updated version of the ...
- Tue Dec 27, 2016 1:07 am
- Forum: 3D/2D models
- Topic: (PC) Mega Man X8 WSX/WPG
- Replies: 52
- Views: 19872
Re: (PC) Mega Man X8 WSX/WPG
You say it is a bit of a mess, but it is pretty much complete and vastly superior to simply grabbing the geometry and making a static OBJ. I'd say this format was 100%, so both a congrats and thanks are in order. I mean, holy hell, you even have animations!
- Fri May 22, 2015 4:00 am
- Forum: 3D/2D models
- Topic: Atlus's .PB (3D model format)
- Replies: 49
- Views: 20720
Re: Atlus's .PB (3D model format)
Oh yeah? What other mesh types? How much of the format is understood and in the process of understanding? I'm interested to hear.TGE wrote:Nearly yeah, there's a few more mesh types I have to figure out for everything to work properly and there's a minor bug with invalid offsets but it's getting there :p
- Thu May 21, 2015 1:11 pm
- Forum: 3D/2D models
- Topic: Atlus's .PB (3D model format)
- Replies: 49
- Views: 20720
Re: Atlus's .PB (3D model format)
Really good! Can see all the little finger joints too are there and no oddities. I'm assuming from this you nearly got the entire structure down?
- Wed May 20, 2015 6:34 am
- Forum: 3D/2D models
- Topic: Havok binary files
- Replies: 105
- Views: 38805
Re: Havok binary files
Oh, out from the shadows I emerge. Havok, huh? Personally I'm interested in the old format used by Bioshock 1 and 2. 4.1.0-r1 if I recall correctly. I know UE Viewer supports the mesh plus the model but never heard of the HKX animations being cracked. Tried available tools and got a half-way XML con...
- Sun Dec 28, 2014 12:50 am
- Forum: 3D/2D models
- Topic: Atlus's .PB (3D model format)
- Replies: 49
- Views: 20720
Re: Atlus's .PB (3D model format)
Long time but I'm impressed this has continued! Seems you've even got some models in animated states, or is that the default pose for Kodama's model?
- Tue May 06, 2014 8:05 pm
- Forum: 3D/2D models
- Topic: Request: Persona 3 and 4 Models
- Replies: 16
- Views: 12720
Re: Request: Persona 3 and 4 Models
They are not the same format. Two completely different games, from different developers, in different periods.
- Sat Apr 12, 2014 6:10 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 585617
Re: Señor Casaroja's Noesis
Sent you some examples in PM. Hope you can see what I mean better than I can say it because I'm terrible at explaining things. 
- Sat Apr 12, 2014 4:15 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 585617
Re: Señor Casaroja's Noesis
Sorry about that, but thank you for this. Yeah, I suppose my copy and pasting method is a bit hit or miss. This is far more efficient! Thank you! Oh yeah, there is a SMD parsing problem that causes a model not to load if whitespace is read in the file. This includes animation SMDs. Crowbar, a new an...
- Mon Apr 07, 2014 3:33 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 585617
Re: Señor Casaroja's Noesis
Doubled up? You mean the ones where there are two models overlapping each other, each having its own skeleton? I've been able to get them to animate by splitting the NJCM files and loading the NMDM separately, though it'll work on the first model anyways without that. Unless you mean something else ...
- Mon Apr 07, 2014 12:54 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 585617
Re: Señor Casaroja's Noesis
Hey, chiming in to say that something happened to the animation support regarding Ninja. Noticed this while trying to load some models in Maken X, in particular Kay Sagami (HEROIN). No animations load even if I drag and drop it. I know it was working perfectly before. I've tried loading the model an...
- Mon Mar 11, 2013 6:59 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 585617
Re: Señor Casaroja's Noesis
Ah, alright, I see what you mean now. I understand that Noesis scans for viable Ninja headers as long as they start with either a Ninja Table or Ninja Chunk Model. The first set of files I sent were from a game called Death Crimson OX. The animations and bone count do not add up you are saying? That...
- Sat Mar 09, 2013 5:32 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 585617
Re: Señor Casaroja's Noesis
It does? How does it do this? By name? Because the tests I ran showed it wouldn't read a motion file without being hexed into a file with the model. I didn't try changing names though. Anyways, will drop a couple examples via PM.
