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Search found 1027 matches
- Tue Jul 31, 2018 12:04 pm
- Forum: 3D/2D models
- Topic: Dragon Quest XI 3DS .BHC Models
- Replies: 8
- Views: 2720
Re: Dragon Quest XI 3DS .BHC Models
off: for me h2o always something like "every time from scratch" because when I want to use it I always start from tutorial for it to then proceed with the format I want. its ui is confussing shit out off me. I always thought that it can be simplier but then 'Model researcher' came up. I do...
- Mon Jul 30, 2018 10:53 am
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 505
- Views: 323969
Re: Extracting simple models
some week ago I manage to do the maxscript for this game.
I did the most part and since I have no expirience in bone/weight I got huge help from
zaramot - a local 3ds max guru.
So here's the script: https://forum.xentax.com/viewtopic.php?f=16&t=18517
I did the most part and since I have no expirience in bone/weight I got huge help from
zaramot - a local 3ds max guru.
So here's the script: https://forum.xentax.com/viewtopic.php?f=16&t=18517
- Mon Jul 30, 2018 10:53 am
- Forum: 3D/2D models
- Topic: AFL Evolution 2018 .wwm Maxscript
- Replies: 2
- Views: 1980
AFL Evolution 2018 .wwm Maxscript
maxscript for characters of AFL Evolution 2018 Supported: - geometry - uv (2 channels) - bones - weights Unsupported: - everything else p.s.: models are separated into pieces (body, head etc). To get the full character with single skeleton you need load the models one by one — the script will use ex...
- Sun Jul 22, 2018 11:46 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 505
- Views: 323969
Re: Extracting simple models
I'm posting here some progress. I decided to walk away from language that doesn't have any docummented base to the language I familiar with a bit more. I might get back to python later. I did the basic format research and continue doing it (morphs, skeleton, weights, normals are on the way). My frie...
- Fri Jul 20, 2018 10:02 pm
- Forum: Tutorials
- Topic: Noesis tutorial Basic Model
- Replies: 75
- Views: 93927
Re: Noesis tutorial Basic Model
in noesis, how to skip junk data like texture path at the beginning of If the length of this path is before it?
- Fri Jul 20, 2018 9:51 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 505
- Views: 323969
Re: Extracting simple models
in noesis, how to skip junk data like texture path at the beginning of If the length of this path is before it?
path is: player\texture\eye\eye_brown_d.dds and before is 24 00 00 00 - it's a length of the path, how can I use this length to skip this amount of bytes for now?
path is: player\texture\eye\eye_brown_d.dds and before is 24 00 00 00 - it's a length of the path, how can I use this length to skip this amount of bytes for now?
- Fri Jul 20, 2018 12:34 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 505
- Views: 323969
Re: Extracting simple models
It's just a piece of pseudo code in C to help you understand the structure of the vertex format. It's equivalent to the following pseudo code. Type Specification long boneCount for i = 1 to boneCount { long boneID float boneWeight } but why you used 'long' for boneCount and boneID (?) — it's 4 byte...
- Fri Jul 20, 2018 10:27 am
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 505
- Views: 323969
Re: Extracting simple models
ahh, thats what 00 00 80 3F stands for it's 100% (red) weight for head bone, am I right? also, I think I need to create some sort of script or plugin to build mesh out of this data. So any advice on this would be greatfully usefull! Noesis, maxscript? Can I use structure I found right away with noes...
- Thu Jul 19, 2018 10:48 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 505
- Views: 323969
Re: Extracting simple models
I have a head mesh. there's a 4 submeshes: eyes, eyelashes, face and teethguard. I build vertices, polys and uv for all except the face — it splitted into small pieces and each piece separate with some sort of padding usually look like this: 06 00 00 00 D3 9B 6A 3F 06 00 00 00 B4 A6 6C 3F 06 00 00 0...
- Wed Jul 18, 2018 7:37 am
- Forum: 3D/2D models
- Topic: .res to .obj format (wii)
- Replies: 4
- Views: 1523
Re: .res to .obj format (wii)
but link is working
- Tue Jul 17, 2018 9:32 am
- Forum: 3D/2D models
- Topic: Hello Fellow Modders :) May I ask for some assistance
- Replies: 1
- Views: 798
Re: Hello Fellow Modders :) May I ask for some assistance
Hello,
firstly, this is not modding community
secondly, in 99% of 100% cases no one will download full game and rip only one model only for you
thirdly, you may ask for help to convert model from this game by attaching sample model
other than that your repply will always be unanswered
firstly, this is not modding community
secondly, in 99% of 100% cases no one will download full game and rip only one model only for you
thirdly, you may ask for help to convert model from this game by attaching sample model
other than that your repply will always be unanswered
- Mon Jul 16, 2018 9:17 am
- Forum: 3D/2D models
- Topic: Dynasty Warriors 9 G1M&G1T
- Replies: 3
- Views: 5514
Re: Dynasty Warriors 9 G1M&G1T
... I don't know which is correct texture for each model, how do you find them? it's manually only. I'm sure that nobody will bother to do a tool to parse depencies between models and textures. If only some huge fan of this game gonna make a list of these depencies for everyone else, but this is ag...
- Mon Jul 16, 2018 9:05 am
- Forum: 3D/2D models
- Topic: Splinter Cell: Chaos Theory Models
- Replies: 10
- Views: 3731
Re: Splinter Cell: Chaos Theory Models
I ripped chaos theory characters just fine with nR (yes, it's ninja ripper). Only the normals are broken — just reset them with normal modifier within 3ds max.
p.s.: ripped models have full info including weight data — you can even build a full skeleton. Use GIMS ninja importer to load that data.
p.s.: ripped models have full info including weight data — you can even build a full skeleton. Use GIMS ninja importer to load that data.
- Thu Jul 12, 2018 9:06 am
- Forum: Game specific tools
- Topic: [PC] Kao the Kangaroo series
- Replies: 8
- Views: 10444
Re: [PC] Kao the Kangaroo series
... KAO_tools.exe (old tool) Features: - Kao1 TextFileReader (encode/decode text files) - Kao2 PPTokenizer (encode/decode text files) - Kao1 World Maps (incomplete) - Kao1 Animated Models (incomplete) - KAO1 SaveGame - KAO2 SaveGame - Kao2 *.ar textures export (and some other info exported to a *.l...
- Tue Jul 10, 2018 8:03 am
- Forum: 3D/2D models
- Topic: Splinter Cell: Chaos Theory Models
- Replies: 10
- Views: 3731
Re: Splinter Cell: Chaos Theory Models
Meshes are either very distorted, or are impossible to edit or even import to Blender at all... I can only view the models in Noesis, 3DS Max, but when I try to manipulate them in 3Ds Max it just behaves extremely weird. I uploaded my rips here and I wish good luck to anyone that can export it for ...
