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by JakeGreen
Sun Feb 21, 2016 8:14 pm
Forum: 3D/2D models
Topic: [X360] Star Wars Battlefront III pre-alpha (*.rax)
Replies: 109
Views: 27762

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

your last pluggin, is great !! more things can be loaded ... miss only ships interior and textures for ships ( nothing is load ) , station cannot be loaded I think the data in havok.rax and novodex.rax contain the same mesh data for interiors/backgrounds. So, you can at least see what you're missin...
by JakeGreen
Thu Feb 18, 2016 4:58 am
Forum: 3D/2D models
Topic: [X360] Star Wars Battlefront III pre-alpha (*.rax)
Replies: 109
Views: 27762

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

Rax plugin now loads havok.rax and novodex.rax files. They are simple formats with straight vertex/trig lists. No UVs or anything else interesting. Both Havok and Novodek are physics APIs, btw, so I assume they don't need anything else. Have you ever looked into the mesh not holding the skin modifi...
by JakeGreen
Sun Feb 14, 2016 10:21 am
Forum: 3D/2D models
Topic: [X360] Star Wars Battlefront III pre-alpha (*.rax)
Replies: 109
Views: 27762

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

Um shara isn't fixed she is still missing her body. but great job on getting these working. That's how it's suppose to be. The other LODs are like this too. I don't know how SWBF3 uses Shara, but you probably only see her face in a hologram or communications message. Nope this is how you see her in...
by JakeGreen
Sun Feb 14, 2016 4:22 am
Forum: 3D/2D models
Topic: [X360] Star Wars Battlefront III pre-alpha (*.rax)
Replies: 109
Views: 27762

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

Round 2! It's ready now. maceWindu leiapostepi6 masterferroda (both models) shara young_obi_wan krayt jawa rep_clonepilot snowtrooper asajj_ventress boba_fett count_dooku darth_vader darthmaul sith_witch general_grievous All fixed, except clonepilot. It's somewhat different that all the others. Ano...
by JakeGreen
Sat Feb 13, 2016 9:14 pm
Forum: 3D/2D models
Topic: [X360] Star Wars Battlefront III pre-alpha (*.rax)
Replies: 109
Views: 27762

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

nice , i'm looking for it !! the pluggin don't work really with this model ... you have a new pluggin or find a new way ?? i cannot find associate textures I know, I haven't released it. It's not completely finished. Does the browsing texture folder work for you? The last update should have fixed i...
by JakeGreen
Fri Feb 12, 2016 6:17 pm
Forum: 3D/2D models
Topic: [X360] Star Wars Battlefront III pre-alpha (*.rax)
Replies: 109
Views: 27762

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

I see the video. You can take it down if you want. I have never seen that problem before. If the plugin did crash or freeze, I don't think you would be able to check those marks after clicking OK. The dialog would be locked up. So, that is odd behavior. I have Win7 Pro 64-bit, and SE works ok here....
by JakeGreen
Fri Feb 12, 2016 11:10 am
Forum: 3D/2D models
Topic: [X360] Star Wars Battlefront III pre-alpha (*.rax)
Replies: 109
Views: 27762

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

The plugin can't do anything about x2t textures with zero headers. It doesn't guess either. So, if you want the plugin to load them, you'll have to use a hex editor and replace those zero values with something valid. If the plugin crashes, uncheck the option "Convert textures to file". If...
by JakeGreen
Thu Feb 11, 2016 10:52 pm
Forum: 3D/2D models
Topic: [X360] Star Wars Battlefront III pre-alpha (*.rax)
Replies: 109
Views: 27762

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

The problem with some of these models, is that some of their vertex formats appear to be wrong. Vertex formats can be floats or packed words, and their type is indicated in a header. But, the actual data might be the opposite, and that's where everything fails. And there can be up to 5 different ve...
by JakeGreen
Thu Feb 11, 2016 10:44 am
Forum: Graphic file formats
Topic: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
Replies: 63
Views: 27263

Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)

Alright so i tried finishing the list i did most of the textures that matter cause the smaller ones like 64x64 aren't that important as they seem liked resized main textures. I will update it if i find anymore but i don't think there will be anymore Textures with 64kb (65kb) 256 256 32 5 Textures wi...
by JakeGreen
Tue Feb 09, 2016 9:58 am
Forum: Graphic file formats
Topic: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
Replies: 63
Views: 27263

Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)

Well i did get this so far don't know if it's helpful or not but yeah..... Textures with 128kb (if you look at this via windows search it will say 129kb) 256 256 32 4 Textures with 192kb (if you look at this via windows search it will say 193kb) 512 512 32 5 Textures with 384kb (if you look at this ...
by JakeGreen
Tue Feb 09, 2016 2:36 am
Forum: Graphic file formats
Topic: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
Replies: 63
Views: 27263

Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)

Textures from the Spoiled_Clone_Stormtrooper in his plugin by default they were super pixelated and really small but once i applied his method to the filename it came out perfect, texture name was 1f2e2f82.x2t Your settings were wrong, it came out perfect with this datasize = 720896 #set the length...
by JakeGreen
Tue Feb 09, 2016 2:12 am
Forum: Graphic file formats
Topic: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
Replies: 63
Views: 27263

Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)

Ah that works great i kept having problems with it even after i seen your updated post and i realized i had Acewell's plugin in there and once i removed it that did the trick. Yeah you cant have both plugins loading at the same time because they will clash. (: Well so far i've found textures that h...
by JakeGreen
Tue Feb 09, 2016 1:37 am
Forum: Graphic file formats
Topic: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
Replies: 63
Views: 27263

Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)

If you want a texture loader that uses a "fixed" size, all the time, then using his Python script is a good idea. You can scan for all 1024x1024 textures, and nothing else. Well so far i've found textures that have been so messed up with pixels and used your method and it worked perfectly.
by JakeGreen
Tue Feb 09, 2016 1:09 am
Forum: Graphic file formats
Topic: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
Replies: 63
Views: 27263

Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)

They mostly look like they are complete just wrong format. You got it right, just the wrong size. When you see a texture with "bands" like that, it means you need to increase the texture size by a power of 2. If you picked 512x512, go up to 1024x1024. Try: 0350b882 2048 2048 32 5.x2t Ah t...
by JakeGreen
Tue Feb 09, 2016 12:35 am
Forum: Graphic file formats
Topic: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
Replies: 63
Views: 27263

Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)

So i'm finding a lot of textures that aren't working mainly if you go by name in Noesis and go down to 7efb9702.x2t that's where i started cause i was looking for the DC15 carbine first person texture and i found that. From what i'm seeing all the texture that are after 6fd20406m.x2t to the end of ...