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- Tue Feb 14, 2012 7:34 am
- Forum: 3D/2D models
- Topic: RF Online Unknow rare model extracted
- Replies: 33
- Views: 13116
Re: RF Online Unknow rare model extracted
I've already figured out the majority of the format for MESH08 models. It's easy to texture also. It looks like they are basically static meshes and usually just accessories. http://i.imgur.com/Tu5La.jpg For the format with the armors and stuff, I am going to have to think about how to deal with how...
- Tue Feb 14, 2012 7:14 am
- Forum: 3D/2D models
- Topic: RF Online Unknow rare model extracted
- Replies: 33
- Views: 13116
Re: RF Online Unknow rare model extracted
Ya it doesn't handle the MESH08. And a lot of meshes use this format.
Just open the original msh in hex editor, look at the first 6 bytes, then look at the obj output and notice that the object name is wrong.
Just open the original msh in hex editor, look at the first 6 bytes, then look at the obj output and notice that the object name is wrong.
- Tue Feb 14, 2012 7:06 am
- Forum: 3D/2D models
- Topic: RF Online Unknow rare model extracted
- Replies: 33
- Views: 13116
Re: RF Online Unknow rare model extracted
I'm asking because I couldn't get any results. Maybe I'm not using it properly? I wouldn't know what "sector3" is without looking at the source EDIT: you know it just looks like a format they just left in and forgot to take out. All of the indices are ordered like 0 1 2 3 4 5 6 7 8 9 10 11...
- Tue Feb 14, 2012 5:56 am
- Forum: 3D/2D models
- Topic: RF Online Unknow rare model extracted
- Replies: 33
- Views: 13116
Re: RF Online Unknow rare model extracted
Here's a quickbms unpacker: #RF Online .RFS unpacker #written by Tsukihime #Feb 13, 2012 get FILES long for i = 0 < FILES do savepos CURR math CURR += 40 #just hacking around get NAME string goto CURR get unk long get null long get unk2 long get unk3 long get OFFSET long get SIZE long log NAME OFFSE...
- Tue Feb 14, 2012 5:06 am
- Forum: 3D/2D models
- Topic: WarBane Rising of Darkness [BMS]
- Replies: 14
- Views: 3004
Re: WarBane Rising of Darkness [BMS]
lol I wrote 2 extra structs but there's only one extra. Anyways I've updated the XAC script so maybe the ones you couldn't load will load now. Also that extra struct might have something to do with bones since there are only 4 bytes per vertex and a lot of them are FF's. Can you get a direct link to...
- Tue Feb 14, 2012 5:04 am
- Forum: 3D/2D models
- Topic: Request: Eternal Sonata models
- Replies: 37
- Views: 12411
Re: Request: Eternal Sonata models
Mariokart only mentioned it.
It's not like I credit xentax or MrAdults or chrrox or howfie or whoever in every noesis plugin I make.
It's not like I credit xentax or MrAdults or chrrox or howfie or whoever in every noesis plugin I make.
- Tue Feb 14, 2012 5:02 am
- Forum: Game Archive
- Topic: [Request] 1000 years
- Replies: 3
- Views: 708
Re: [Request] 1000 years
That would make sense.
- Tue Feb 14, 2012 12:56 am
- Forum: 3D/2D models
- Topic: Trinity Online
- Replies: 2
- Views: 1110
Re: Trinity Online
Nice.
I totally forgot about this lol
Guess I'll just go ahead and write a noesis plugin....
Noesis must be taking all your revenue away
I totally forgot about this lol
Guess I'll just go ahead and write a noesis plugin....
Noesis must be taking all your revenue away
- Tue Feb 14, 2012 12:51 am
- Forum: Holy Cow!
- Topic: Game client compilation
- Replies: 1
- Views: 1635
Game client compilation
Lots of MMO's that are hidden behind login pages and stuff. Especially chinese/japanese/korean games that require you to sign up, which requires you to provide proof of citizenship as a simple way to filter out all the foreigners. http://wiki.xentax.com/index.php/Game_Clients But most of the clients...
- Tue Feb 14, 2012 12:41 am
- Forum: 3D/2D models
- Topic: Request: Eternal Sonata models
- Replies: 37
- Views: 12411
Re: Request: Eternal Sonata models
The hardwork they're crediting themselves for is manually copy-pasting sections of hex from the files, running it through the exporter, getting them into XNAlara, and making poses. Obviously that is a lot of work. Even if it's for one file, I'm not going to go through such harsh labor just to get on...
- Tue Feb 14, 2012 12:29 am
- Forum: Game Archive
- Topic: [Request] 1000 years
- Replies: 3
- Views: 708
Re: [Request] 1000 years
Doesn't look like anything.
Maybe compressed.
Maybe compressed.
- Tue Feb 14, 2012 12:24 am
- Forum: Graphic file formats
- Topic: [Request] Travia 2
- Replies: 8
- Views: 2436
Re: [Request] Travia 2
Lol critical why do you keep posting things in the graphics forum. idstring "DGPAK" get unk long get unk long get LUMPS long for i = 0 < LUMPS do get lump_number long get nameLen long getdstring lump_name nameLen next i get FILES long for i = 0 < FILES do get lump_number long get unk long ...
- Tue Feb 14, 2012 12:01 am
- Forum: 3D/2D models
- Topic: Raiderz Model File Format
- Replies: 4
- Views: 2110
Re: Raiderz Model File Format
This format stores normals and UV's with the faces.
I either need to figure out how to do immediate mode rendering properly, or convert per-face to per-vertex.
I either need to figure out how to do immediate mode rendering properly, or convert per-face to per-vertex.
- Mon Feb 13, 2012 11:00 pm
- Forum: 3D/2D models
- Topic: [Request] Darkblood JPK Files
- Replies: 11
- Views: 2836
Re: [Request] Darkblood JPK Files
Are there model samples for this game?
I'm getting the client but not sure if this is the right script
viewtopic.php?f=10&t=6424
I'm getting the client but not sure if this is the right script
viewtopic.php?f=10&t=6424
- Mon Feb 13, 2012 10:18 pm
- Forum: 3D/2D models
- Topic: Dark Souls FLV file
- Replies: 317
- Views: 153014
Re: Dark Souls FLV file
Script: http://db.tt/GwzbET08 Wasn't there another FLVER thread. Anyways, this format is big endian. The offset to the indices section (followed by vert buffer) is given, but I don't really understand the indices. You keep reading shorts until you see a -1. Then that is a face I guess. Sometimes you...
