Real-life example would be nice.
I don't see what makes it efficient, considering how many combinations of RGBA values you could possibly have.
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- Fri Feb 17, 2012 8:20 pm
- Forum: Graphic file formats
- Topic: What is CULT?
- Replies: 10
- Views: 3171
- Fri Feb 17, 2012 8:06 pm
- Forum: 3D/2D models
- Topic: God of War 1, PS2, WAD files
- Replies: 33
- Views: 10964
Re: God of War 1, PS2, WAD files
lol, I forgot to tell it to stop looping after it reaches the end.
Updated the test script.
Updated the test script.
- Fri Feb 17, 2012 7:33 pm
- Forum: Graphic file formats
- Topic: [PC]Kingdoms of Amalur dds files.
- Replies: 9
- Views: 3668
Re: [PC]Kingdoms of Amalur dds files.
You can use quickbms for batch processing.
Code: Select all
#Kingdom of Amalur DDS
#quickbms script
get SIZE asize
math SIZE -= 16
get NAME filename
log NAME 16 SIZE
- Fri Feb 17, 2012 7:17 pm
- Forum: 3D/2D models
- Topic: God of War 1, PS2, WAD files
- Replies: 33
- Views: 10964
Re: God of War 1, PS2, WAD files
The problem with that mesh file is that after the indices, there's a massive number of 00's.
...and then finally it gets to the vertices.
So my parser just keeps trying to read chunks and determining whether we've hit the vertex section or not, and it will not find it.
...and then finally it gets to the vertices.
So my parser just keeps trying to read chunks and determining whether we've hit the vertex section or not, and it will not find it.
- Fri Feb 17, 2012 6:56 pm
- Forum: 3D/2D models
- Topic: Game client download requests
- Replies: 31
- Views: 7108
Re: Game client download requests
Refrain from going off-topic. Ask questions in the appropriate threads so it's easier to find answers.
- Fri Feb 17, 2012 6:54 pm
- Forum: 3D/2D models
- Topic: God of War 1, PS2, WAD files
- Replies: 33
- Views: 10964
Re: God of War 1, PS2, WAD files
The importer does not parse the file as well as I would like it to. Ogre3d doesn't have public specs and their documentation is really difficult to browse around. There seems to be extra stuff that the ogre tool is creating which I haven't seen before. Of course if I could read their documentation i...
- Fri Feb 17, 2012 6:42 pm
- Forum: 3D/2D models
- Topic: Fantasy Earth Zero
- Replies: 11
- Views: 4443
Re: Fantasy Earth Zero
Oh, I see it. Lol no more silly hacking-around code. Alright updated script to incorporate struct alignment. It should properly skip things now, unless someone sees something wrong with this algorithm: def get_padding(self, start, size): '''Return the amount of padding left to read''' padSize = size...
- Fri Feb 17, 2012 9:41 am
- Forum: 3D/2D models
- Topic: [Request] Darkblood JPK Files
- Replies: 11
- Views: 2836
Re: [Request] Darkblood JPK Files
The contents of this post was deleted because of possible forum rules violation.
- Fri Feb 17, 2012 9:23 am
- Forum: Game Archive
- Topic: Dark Blood (ppk files)
- Replies: 5
- Views: 1367
Re: Dark Blood (ppk files)
Works great 
- Fri Feb 17, 2012 8:20 am
- Forum: 3D/2D models
- Topic: Model formats are getting easier?
- Replies: 3
- Views: 1030
Model formats are getting easier?
So I've been looking at a lot of PC games and find that MMO's and other PC games tend to have...pretty simple model formats. It looks like a lot of PS3 and 360 games have been getting out as well. Then I see games for PSP, PS2, and PS1...and those generally come with all sorts of headaches. And then...
- Fri Feb 17, 2012 8:16 am
- Forum: 3D/2D models
- Topic: [Request] Heroes X Online
- Replies: 2
- Views: 868
Re: [Request] Heroes X Online
Client link? Homepage? You can see that a lot of the models have 10k+ vertices, but then there's all this other data before I get to the vertex and index buffers. Vertices are 64 bytes each. It gives you the size of the vertex buffer and the size of the index buffer, so you can calculate how many ve...
- Fri Feb 17, 2012 8:12 am
- Forum: 3D/2D models
- Topic: Fantasy Earth Zero
- Replies: 11
- Views: 4443
Fantasy Earth Zero
Models are mdl files. Textures stored in tex files. A single tex file may contain multiple textures. Materials index into the texture file. The tex filename is the same as the model filename. It is a typical chunk based format. You have the tag, followed by chunk size, followed by two integers, foll...
- Fri Feb 17, 2012 8:02 am
- Forum: 3D/2D models
- Topic: [Request] Lunia
- Replies: 9
- Views: 1698
Re: [Request] Lunia
The UV might need to be flipped.
Or...maybe it's just low-res.
Or...maybe it's just low-res.
- Fri Feb 17, 2012 8:02 am
- Forum: 3D/2D models
- Topic: [request]Voltron xbox360 cmfh to obj
- Replies: 12
- Views: 2329
Re: [request]Voltron xbox360 cmfh to obj
Nope. Not sure why some of the models are different. Not sure what the issue might be either.
- Fri Feb 17, 2012 6:45 am
- Forum: 3D/2D models
- Topic: [Request] Lunia
- Replies: 9
- Views: 1698
Re: [Request] Lunia
No textures are loaded because I don't use the xml file.
The correct way to load the model is to open the xml file for that model, which will load the meshes, materials, and animations.
The correct way to load the model is to open the xml file for that model, which will load the meshes, materials, and animations.
