The rules have been updated, read them now: Rules!

Search found 87 matches

by Cloud452
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?

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.
Screenshot as in open with hex-editor and take a screencap of what it displays at the top and bottom?
by Cloud452
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? :(
by Cloud452
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...
by Cloud452
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.
by Cloud452
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...
by Cloud452
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. :D
by Cloud452
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...
by Cloud452
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

Falo wrote:
80T wrote:but i don't think noesis supports .mots 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.

Looks like they reused the Guard Scorpion model from Crisis Core: http://i.imgur.com/HiYWt.png
by Cloud452
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 ...
by Cloud452
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...
by Cloud452
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...
by Cloud452
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...
by Cloud452
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?
by Cloud452
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...