The Forum is up for sale: XeNTaX Forum looking for new owner
Search found 177 matches
- Sat Jun 13, 2015 7:51 am
- Forum: 3D/2D models
- Topic: Havok binary files
- Replies: 105
- Views: 38803
Re: Havok binary files
google havok sdk.
- Sat Jun 13, 2015 5:40 am
- Forum: 3D/2D models
- Topic: Havok binary files
- Replies: 105
- Views: 38803
Re: Havok binary files
I am assuming you can compile and run the havok sdk demo Also assuming BrawlerA.hkx is the name of your skeleton file? It is a long piece of code but you only need minimal adjustment You can also change the conversion type The compile time might be a bit long as we are re-purposing their demo projec...
- Sat Jun 13, 2015 2:26 am
- Forum: 3D/2D models
- Topic: Havok binary files
- Replies: 105
- Views: 38803
Re: Havok binary files
Sorry I forgot to check back. I converted the files to a custom animation type then bvh then imported to Motion Builder 2012 then fbx.
Long winded.
Can I post my code instead of looking at the files? I will also try looking at the files
Long winded.
Can I post my code instead of looking at the files? I will also try looking at the files
- Wed Jun 10, 2015 4:48 am
- Forum: 3D/2D models
- Topic: Havok binary files
- Replies: 105
- Views: 38803
Re: Havok binary files
I used the sdk demoes to get the animations out
just load the respective files in the skeletal animation demo. They need to be PC I couldnt get the ps3 versions to work
then read the data
just load the respective files in the skeletal animation demo. They need to be PC I couldnt get the ps3 versions to work
then read the data
- Fri Jan 23, 2015 7:57 pm
- Forum: Code Talk
- Topic: C# (Sharp) Coder
- Replies: 2
- Views: 1618
Re: C# (Sharp) Coder
I was a bout to volunteer
- Mon Jan 12, 2015 2:31 pm
- Forum: 3D/2D models
- Topic: Binary Domain / Yakuza (gmd) Noesis Script
- Replies: 83
- Views: 52931
Re: Binary Domain / Yakuza (gmd) Noesis Script
I am now interested in this (Never saw it before)
- Thu Jan 08, 2015 10:27 am
- Forum: Tutorials
- Topic: The Greatest Tip Comment your scripts, templates and code
- Replies: 0
- Views: 1629
The Greatest Tip Comment your scripts, templates and code
Guys I hope I am not coming off as an idiot but please please please comment more I can assure you that noobs like me will ask less questions if you use comments Sometimes it reads like assembly or bytecode especially when variables have strange names This would allow the community to build off from...
- Sun Jan 04, 2015 4:20 pm
- Forum: 3D/2D models
- Topic: Various UV representations
- Replies: 8
- Views: 2956
Re: Various UV representations
Thank you so very much. Please don't take 2 weeks holiday ever again :D I read a lot about half floats after seeing your post ( I went to bed with the laptop lol) I'll check out that library. This is what I found before. using System; using System.Collections.Generic; using System.Linq; using System...
- Sun Jan 04, 2015 2:12 pm
- Forum: 3D/2D models
- Topic: Various UV representations
- Replies: 8
- Views: 2956
Re: Various UV representations
I saw negative values along the way Never heard of negative uvs. Half floats were my first thought as well But I came across version 15 and 16 this confused me. still confuses me I also do not know how to represent half floats in C# without reverting to unsafe code so I was easily persuaded I cannot...
- Sun Jan 04, 2015 6:12 am
- Forum: 3D/2D models
- Topic: Various UV representations
- Replies: 8
- Views: 2956
Re: Various UV representations
I don't know if I need to post textures also.
They are all crazy like this (used this).
They are all crazy like this (used this).
- Sat Jan 03, 2015 3:55 pm
- Forum: 3D/2D models
- Topic: Various UV representations
- Replies: 8
- Views: 2956
Re: Various UV representations
I don't know how you got those values but here is something bigger The whole UV set for a model. 20 shapes in order. I couldn't auto calculate the offsets but here are the copied headers //Big Endian file struct UVHeader { int vertCount; //or id int type; //14,15,16 int uvSize; //8,12,16 (single uv ...
- Sat Jan 03, 2015 4:53 am
- Forum: 3D/2D models
- Topic: Various UV representations
- Replies: 8
- Views: 2956
Various UV representations
Hi guys I am having a ridiculously difficult time figuring out the UV files for a model I ripped. I have been able to extract everything from this game except UV So i am hoping to compile here a list of every method UV can be represented to aid my research First question, is there a special way UV's...
- Sat Jan 03, 2015 2:47 am
- Forum: 3D/2D models
- Topic: XBM 360 model file
- Replies: 11
- Views: 4793
Re: XBM 360 model file
I can't believe I am still stuck trying to figure out the UV for this game
I have Identified the data chunk but I still cannot understand how it is represented. It is really depressing
I have Identified the data chunk but I still cannot understand how it is represented. It is really depressing
- Fri Jan 02, 2015 1:19 am
- Forum: Code Talk
- Topic: Idea: Uprez-ing a model (increase poly count)
- Replies: 2
- Views: 1574
Re: Idea: Uprez-ing a model (increase poly count)
I tried something like that once and it wrecked the edges of the model I was using at the time
I would prefer to do this in code so I can interpolate UV Value as well as bone weights
I would prefer to do this in code so I can interpolate UV Value as well as bone weights
- Fri Jan 02, 2015 12:44 am
- Forum: Code Talk
- Topic: Idea: Uprez-ing a model (increase poly count)
- Replies: 2
- Views: 1574
Idea: Uprez-ing a model (increase poly count)
I was wondering if anyone has heard of a way or a tool to increase the quality of old models I know current game models have showed off real time subdivision I really don't know how they re-calculate new UVs and bone weights in real time (Maybe they use it only for non-skinned meshes) I don't know i...
