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- Mon Dec 15, 2014 1:59 pm
- Forum: 3D/2D models
- Topic: XBM 360 model file
- Replies: 11
- Views: 4793
Re: XBM 360 model file
Why would a vertex weight come in x,y,z format and not just 1 floating point value per bone?
- Sun Dec 14, 2014 1:42 am
- Forum: 3D/2D models
- Topic: List of Unity games
- Replies: 154
- Views: 74777
Re: List of Unity games
Anyone have luck with the Tekken Online Card Game (Also on Iphone and Ipad) ?
The earlier versions were easier to extract models and animations from
But they updated to unity 4
The earlier versions were easier to extract models and animations from
But they updated to unity 4
- Fri Dec 12, 2014 11:03 am
- Forum: 3D/2D models
- Topic: Dead or Alive series formats and tools
- Replies: 2012
- Views: 773075
Re: Dead or Alive series formats and tools
BTW what is swizzling?
- Fri Dec 12, 2014 10:33 am
- Forum: 3D/2D models
- Topic: Dead or Alive series formats and tools
- Replies: 2012
- Views: 773075
Re: Dead or Alive series formats and tools
Hi guys Is there any way to check is this is the same File format as DOA?
I have checked the file structure and really don't feel like writing a converter
Thanks
I have checked the file structure and really don't feel like writing a converter
Thanks
- Fri Dec 12, 2014 9:10 am
- Forum: 3D/2D models
- Topic: XBM 360 model file
- Replies: 11
- Views: 4793
Re: XBM 360 model file
So this is what is looks like
I the object was called Magic Box and existed in a folder called effects
I can only imagine this is the reason for so many verts that cross each other inside the mesh
I have also figure out how to automate the data reading
All I need now is u,v and normals
I the object was called Magic Box and existed in a folder called effects
I can only imagine this is the reason for so many verts that cross each other inside the mesh
I have also figure out how to automate the data reading
All I need now is u,v and normals
- Fri Dec 12, 2014 8:01 am
- Forum: 3D/2D models
- Topic: XBM 360 model file
- Replies: 11
- Views: 4793
Re: XBM 360 model file
The biggest problem was making sense of the triangles There are many duplicate vertices (uses 24 vertices where 8 would suffice) I haven't manually rendered an object since 2009 so this is insane to me basically there is an chunk with vertex indices (shorts) that read in 4s (quads) 0,1,2,3,-1 4,5,6,...
- Fri Dec 12, 2014 7:58 am
- Forum: 3D/2D models
- Topic: XBM 360 model file
- Replies: 11
- Views: 4793
Re: XBM 360 model file
Progress!?!?!
So my guess was right to an extent
As you can see from the image I was able to read the bounding box and the object itself
So my guess was right to an extent
As you can see from the image I was able to read the bounding box and the object itself
- Thu Dec 11, 2014 5:54 pm
- Forum: 3D/2D models
- Topic: XBM 360 model file
- Replies: 11
- Views: 4793
Re: XBM 360 model file
I believe it is a large container file with model and shader Also in the game there are only 6 file type And I have figure out every other one Shaders are in a different file struct Shape { char name[32]; float matrix1[16]; float chnk0[32]; //Bounding box?? float chnk1[4]; int chunk2[12]; struct Sha...
- Thu Dec 11, 2014 7:42 am
- Forum: 3D/2D models
- Topic: XBM 360 model file
- Replies: 11
- Views: 4793
Re: XBM 360 model file
//Big endian struct KengoXBM { struct Header { uint ID; uint unkn0; uint otherCount; //mesh? group? uint shapeCount; //------------Line 2--------------- uint unk1; uint unk2; //"Points" to address of first item. always 80 uint addrs[12]; uint addr;//Seems like a special section uint unkn3...
- Thu Dec 11, 2014 3:50 am
- Forum: 3D/2D models
- Topic: XBM 360 model file
- Replies: 11
- Views: 4793
Re: XBM 360 model file
I have updated the structure
Thanks to all who downloaded
Thanks to all who downloaded
- Thu Dec 11, 2014 12:52 am
- Forum: 3D/2D models
- Topic: XBM 360 model file
- Replies: 11
- Views: 4793
XBM 360 model file
I usually don't do this but I am having a very slow brain day. Please can anyone guide my mind into figuring out the rest of this structure Thanks //Big Endian struct KengoXBM { struct Header { uint ID; uint unkn0; uint otherCount; //mesh? group? uint shapeCount; //------------Line 2--------------- ...
- Thu Dec 11, 2014 12:35 am
- Forum: Graphic file formats
- Topic: XPR2 File structure in c-styles struct (TMC?)
- Replies: 2
- Views: 1367
Re: XPR2 File structure in c-styles struct (TMC?)
I was just coming to post that I found this
Holy god it is quite a lot (Never used python either but i will look into it)
I guess I'll settle for conversion without understanding it for now
That said. I'll still accept help
Holy god it is quite a lot (Never used python either but i will look into it)
I guess I'll settle for conversion without understanding it for now
That said. I'll still accept help
- Thu Dec 11, 2014 12:18 am
- Forum: Graphic file formats
- Topic: XPR2 File structure in c-styles struct (TMC?)
- Replies: 2
- Views: 1367
XPR2 File structure in c-styles struct (TMC?)
Hi guys It seems this file format has already been discovered I dont know if there is a bitmap/png or tga converter but my problem is i can understand quick bms script I always get lost and confused pretty quickly Would someone be nice enough to provide me a c, c++, C# styled class structure for thi...
- Wed Dec 10, 2014 6:37 pm
- Forum: Old posts
- Topic: Kengo 3 PS2
- Replies: 21
- Views: 17923
Re: Kengo 3 PS2
OMG lol
So I managed to read all the relevant files and all.....
Most of t time the game actually imports and animates a rig runtime
not the actual bones
Now I have to figure out how to connect the rigs to the bones (FML)
So I managed to read all the relevant files and all.....
Most of t time the game actually imports and animates a rig runtime
not the actual bones
Now I have to figure out how to connect the rigs to the bones (FML)
- Tue Dec 09, 2014 11:53 pm
- Forum: Old posts
- Topic: Kengo 3 PS2
- Replies: 21
- Views: 17923
Re: Kengo 3 PS2
fully extracted skeleton with accurate orientation etc
