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by Tosyk
Mon Jul 30, 2018 10:53 am
Forum: 3D/2D models
Topic: AFL Evolution 2018 .wwm Maxscript
Replies: 1
Views: 545

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...
by Tosyk
Sun Jul 22, 2018 11:46 pm
Forum: Tutorials
Topic: Extracting simple models
Replies: 402
Views: 141517

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...
by Tosyk
Fri Jul 20, 2018 10:02 pm
Forum: Tutorials
Topic: Noesis tutorial Basic Model
Replies: 53
Views: 32762

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?
by Tosyk
Fri Jul 20, 2018 9:51 pm
Forum: Tutorials
Topic: Extracting simple models
Replies: 402
Views: 141517

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?
by Tosyk
Fri Jul 20, 2018 12:34 pm
Forum: Tutorials
Topic: Extracting simple models
Replies: 402
Views: 141517

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...
by Tosyk
Fri Jul 20, 2018 10:27 am
Forum: Tutorials
Topic: Extracting simple models
Replies: 402
Views: 141517

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...
by Tosyk
Thu Jul 19, 2018 10:48 pm
Forum: Tutorials
Topic: Extracting simple models
Replies: 402
Views: 141517

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...
by Tosyk
Wed Jul 18, 2018 7:37 am
Forum: 3D/2D models
Topic: .res to .obj format (wii)
Replies: 4
Views: 490

Re: .res to .obj format (wii)

but link is working
by Tosyk
Tue Jul 17, 2018 9:32 am
Forum: 3D/2D models
Topic: Hello Fellow Modders :) May I ask for some assistance
Replies: 1
Views: 211

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
by Tosyk
Mon Jul 16, 2018 9:17 am
Forum: 3D/2D models
Topic: Dynasty Warriors 9 G1M&G1T
Replies: 3
Views: 1996

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...
by Tosyk
Mon Jul 16, 2018 9:05 am
Forum: 3D/2D models
Topic: Splinter Cell: Chaos Theory Models
Replies: 10
Views: 1189

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.
by Tosyk
Thu Jul 12, 2018 9:06 am
Forum: Game specific tools
Topic: [PC] Kao the Kangaroo series
Replies: 7
Views: 2360

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...
by Tosyk
Tue Jul 10, 2018 8:03 am
Forum: 3D/2D models
Topic: Splinter Cell: Chaos Theory Models
Replies: 10
Views: 1189

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 ...
by Tosyk
Mon Jul 09, 2018 12:23 pm
Forum: 3D/2D models
Topic: [PC] City Racing ".msh" and ".dat" Files
Replies: 10
Views: 496

Re: [PC] City Racing ".msh" and ".dat" Files

what 'City Racing' you refering to, barankaplan7878?
by Tosyk
Mon Jul 09, 2018 11:22 am
Forum: 3D/2D models
Topic: Splinter Cell: Chaos Theory Models
Replies: 10
Views: 1189

Re: Splinter Cell: Chaos Theory Models

Why can't you just ripped it with nR?