Screenshot as in open with hex-editor and take a screencap of what it displays at the top and bottom?finale00 wrote:Just screenshot the beginning and end of the file or get the first and last MB. I'm not downloading 600 MB to see what it might look like.
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Search found 87 matches
- Sun Jun 24, 2012 7:59 am
- Forum: 3D/2D models
- Topic: PS2 Avatar The Last Airbender - models?
- Replies: 25
- Views: 8232
Re: PS2 Avatar The Last Airbender - models?
- Sat Jun 23, 2012 6:04 pm
- Forum: 3D/2D models
- Topic: PS2 Avatar The Last Airbender - models?
- Replies: 25
- Views: 8232
Re: PS2 Avatar The Last Airbender - models?
....nothing? Not even a little bit of help, or a nudge in the right direction? 

- Sun Apr 08, 2012 11:14 am
- Forum: 3D/2D models
- Topic: PS2 Avatar The Last Airbender - models?
- Replies: 25
- Views: 8232
PS2 Avatar The Last Airbender - models?
Looking to extract models (characters, stages) from the following PS2 games: Avatar: The Last Airbender Avatar: The Last Airbender - The Burning Earth Avatar: The Last Airbender - Into the Inferno All three games are made by THQ, and have appears to be a main data file as "DATA.PAK" (although this j...
- Thu Jan 19, 2012 10:18 am
- Forum: 3D/2D models
- Topic: Dream Club Zero Portable - Model Extraction
- Replies: 0
- Views: 693
Dream Club Zero Portable - Model Extraction
The contents of this post was deleted because of possible forum rules violation.
- Sat Sep 17, 2011 9:29 pm
- Forum: 3D/2D models
- Topic: Super Sentai Battle: Ranger Cross [Wii]
- Replies: 6
- Views: 2939
Re: Super Sentai Battle: Ranger Cross [Wii]
100nadzmi, it works on 3ds max 2010 32 bit. All you have to do is put it in your "Scripts" folder (you don't even need to do that if you don't want to, but it makes it easier), which should be located at C:\Program Files\Autodesk\3ds Max 2010\Scripts Then you just go to "MAXScript" and select "Run S...
- Thu Sep 15, 2011 6:04 am
- Forum: 3D/2D models
- Topic: Super Sentai Battle: Ranger Cross [Wii]
- Replies: 6
- Views: 2939
Re: Super Sentai Battle: Ranger Cross [Wii]
Thank you, buang007. 

- Tue Sep 13, 2011 2:26 am
- Forum: 3D/2D models
- Topic: Super Sentai Battle: Ranger Cross [Wii]
- Replies: 6
- Views: 2939
Super Sentai Battle: Ranger Cross [Wii]
So I've used the following: BRRES Model Viewer\Converter (version 1.0-1.2) ActorX Importer for 3ds Max And the resulting imported model looks great in 3ds Max: http://i.imgur.com/u1EOzs.jpg http://i.imgur.com/mxzVDs.jpg But, as you can see the bones are all outta whack. Is there something I can do a...
- Sun Aug 21, 2011 9:29 pm
- Forum: Game Archive
- Topic: Final Fantasy Type0 PSP Demo files
- Replies: 26
- Views: 8858
Re: Final Fantasy Type0 PSP Demo files
Nope, at present it doesn't. I've been trying to garner interest in a plugin that would allow it to utilize those .mot files.Falo wrote:80T wrote:but i don't think noesis supports .mots files.
Looks like they reused the Guard Scorpion model from Crisis Core: http://i.imgur.com/HiYWt.png
- Wed Jun 22, 2011 4:40 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1829
- Views: 396051
Re: Señor Casaroja's Noesis
Yeah, those are vertex colors. OBJ/SMD don't support vertex colors as part of format spec, but COLLADA does. So if you use that you should be fine. But the COLLADA importer you're using might not handle them right, then, if you still don't see them. But they're definitely there. (as you can see if ...
- Sat Jun 18, 2011 10:58 am
- Forum: Game specific tools
- Topic: Creating plugin to enable animation with Crisis Core models?
- Replies: 2
- Views: 3798
Creating plugin to enable animation with Crisis Core models?
While I presently don't have the skill, or know-how to do so, does anyone here want to work on creating a plugin that would allow Noesis to understand the animation data in Crisis Core, so that models (and perhaps any map/level animations, unless that's handled by the game exclusively) could go thro...
- Fri Jun 17, 2011 8:11 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1829
- Views: 396051
Re: Señor Casaroja's Noesis
Out of curiosity, is there a way to somehow 'preserve'/export what I can only refer to as the "lighting effect/environment" that Noesis displays, so that it will be present in other 3D applications? In Noesis: http://img13.imageshack.us/img13/2930/reflectiveflooreffect.png In an application like 3DS...
- Fri Jun 03, 2011 4:23 pm
- Forum: 3D/2D models
- Topic: [Request] Dirge Of Cerberus Final Fantasy VII models
- Replies: 146
- Views: 45584
Re: [Request] Dirge Of Cerberus Final Fantasy VII models
Any new progress?
- Sat May 21, 2011 10:26 pm
- Forum: 3D/2D models
- Topic: FF 13 3D models ripping possible ...
- Replies: 420
- Views: 147800
Re: FF 13 3D models ripping possible ...
Quite amazing seeing PS3 models ripped and in 3DS Max. I don't suppose similar methods could be applied to other PS3 games such as say, Dragon Ball Z: Burst Limit? Most of the content is from Xbox 360, not 360 and also the poly count in both versions is the same, so do the textures. Hm, so it might...
- Sat May 21, 2011 9:24 pm
- Forum: 3D/2D models
- Topic: FF 13 3D models ripping possible ...
- Replies: 420
- Views: 147800
Re: FF 13 3D models ripping possible ...
Quite amazing seeing PS3 models ripped and in 3DS Max. I don't suppose similar methods could be applied to other PS3 games such as say, Dragon Ball Z: Burst Limit?
- Fri May 13, 2011 6:49 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1829
- Views: 396051
Re: Señor Casaroja's Noesis
Is there something in particular I have to do so that a model from Bujingai looks like: http://oasis.xentax.com/images/snap63_l.jpg and not: http://imageshack.us/m/24/5518/bujingailau.png or http://imageshack.us/m/17/8572/bujingaigackt.png Try flipping the UV's when you're exporting the model. Gave...