Poll & Discussion: We wish the site to continue (Y/N)
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- Sun Feb 12, 2012 8:34 pm
- Forum: 3D/2D models
- Topic: [Request]Virtual On Oratorio Tangram Ver.5.66
- Replies: 18
- Views: 4148
Re: [Request]Virtual On Oratorio Tangram Ver.5.66
lol nice, all models. Well this looks kind of funky. I have no idea what it is, and it's probably wrong, but all those spirals are pretty amusing. http://i.imgur.com/e4hRJ.jpg The <stuff> right after the <vertices> seems to have indices. If you highlight FF FF FF FF you'll find that the number of re...
- Sun Feb 12, 2012 8:04 pm
- Forum: 3D/2D models
- Topic: [Request]Virtual On Oratorio Tangram Ver.5.66
- Replies: 18
- Views: 4148
Re: [Request]Virtual On Oratorio Tangram Ver.5.66

K, it sorts of looks like a head.
.............
Clearly my imagination runs wild.
More mrg samples plz.
- Sun Feb 12, 2012 7:50 pm
- Forum: 3D/2D models
- Topic: [Request]Virtual On Oratorio Tangram Ver.5.66
- Replies: 18
- Views: 4148
Re: [Request]Virtual On Oratorio Tangram Ver.5.66
No, I prefer human girl models, not humanoids. Plus I don't know a lot about non-indexed face drawing. But more mrg models would be nice, so I can verify that the patterns are correct. Anyways you'll see in the header that it starts with 4 integers (where the last 2 are a little smaller than the fil...
- Sun Feb 12, 2012 7:32 pm
- Forum: 3D/2D models
- Topic: [Request]Virtual On Oratorio Tangram Ver.5.66
- Replies: 18
- Views: 4148
Re: [Request]Virtual On Oratorio Tangram Ver.5.66
Maybe it is like those other formats where you string together a bunch of vertices and those are your faces. And I was wrong, mg2 was the textures that you already have the tool for lol I meant mrg. Anyways if you look at the mrg's close enough, you'll see that for each bunch of floats (coords? norm...
- Sun Feb 12, 2012 7:28 pm
- Forum: Compressed files and methods
- Topic: Xbox 360 XD3 ISO format
- Replies: 15
- Views: 3679
Re: Xbox 360 XD3 ISO format
I guess it's time to learn a new language.....michalss wrote:Well this is nonsence if you dont know what the code does how would u to put it into different language.
- Sun Feb 12, 2012 6:09 pm
- Forum: 3D/2D models
- Topic: [request]Voltron xbox360 cmfh to obj
- Replies: 12
- Views: 2329
Re: [request]Voltron xbox360 cmfh to obj
It's a simple format (parsing-wise), except in big endian........but I don't seem to be able to bind the buffers correctly. Anyone have ideas? http://db.tt/VkHl0r2Q struct Vertex { float[3] vx, vy, vz dword[12] ? float[3] nx, ny, nz float[2] tu, tv } struct Face { int16[3] v1, v2, v3 } char[4] idstr...
- Sun Feb 12, 2012 5:36 pm
- Forum: Compressed files and methods
- Topic: Ultimate Mortal Kombat [iOS] .meshset
- Replies: 3
- Views: 1349
Re: Ultimate Mortal Kombat [iOS] .meshset
Hmm ya, unless there was something different about how the data is stored, you have 26 byte vertex structures.
There are a couple floats that seem to occur in the same positions for each vertex, but the output doesn't look like anything.
Might be some idea I'm not familiar with.
There are a couple floats that seem to occur in the same positions for each vertex, but the output doesn't look like anything.
Might be some idea I'm not familiar with.
- Sun Feb 12, 2012 5:20 pm
- Forum: Graphic file formats
- Topic: [Request] Yi Jian Xiang
- Replies: 7
- Views: 2376
Re: [Request] Yi Jian Xiang
Yes, as I said, there are more vert groups than face groups so am not sure how it's supposed to be drawn. This is because they store absolutely all of the poses in the model for some reason. Each vert group starts with the name of the pose. A single pose is made from several groups, and there are mu...
- Sun Feb 12, 2012 5:09 pm
- Forum: Game Archive
- Topic: [Request] Ares
- Replies: 6
- Views: 1127
Re: [Request] Ares
LOL I think I've asked this before and you posted the same script for reference.
- Sun Feb 12, 2012 5:06 pm
- Forum: Holy Cow!
- Topic: Minecraft - fancy a game?
- Replies: 15
- Views: 5450
Re: Minecraft - fancy a game?
Like a successful business man in the 21st century.he doesn't really worry too much about piracy, and actively encourages people to pirate Minecraft before buying if they're not sure they actually want it.
He knows how to get customers and fans.
Unlike the american movie industry.
- Sun Feb 12, 2012 5:01 pm
- Forum: Game Archive
- Topic: [Request] Ares
- Replies: 6
- Views: 1127
Re: [Request] Ares
Hmm, so per-face UV's can always be converted into per-vertex UV's?
Does that apply to normals as well?
Does that apply to normals as well?
- Sun Feb 12, 2012 9:46 am
- Forum: Game Archive
- Topic: [Request] Ares
- Replies: 6
- Views: 1127
Re: [Request] Ares
The files for the mobs are just skeleton/animation info. I have seen n3cskin before in another game but don't remember which. It is not hard (well, meshes anyways) Oh right, n3pmesh was used in HeroOnline and another MMO. It should be the same format as the ones here (same engine I guess) n3cskin: h...
- Sun Feb 12, 2012 9:11 am
- Forum: Graphic file formats
- Topic: [Request] Yi Jian Xiang
- Replies: 7
- Views: 2376
Re: [Request] Ilgh
Ya it's pretty much the same format. Except...this thing has a massive number of vertex buffers. Might take some more time to figure out what's going on. There's like at least 100+ vertex groups when there are only 5-6 face groups. Evidently I don't know the relationship between the face groups and ...
- Sun Feb 12, 2012 9:07 am
- Forum: 3D/2D models
- Topic: Cabal Online File Format
- Replies: 39
- Views: 9796
Re: Cabal Online File Format
I was experimenting with loading each mesh as a separate model.
But I haven't found a good way to do it yet.
But I haven't found a good way to do it yet.
- Sun Feb 12, 2012 8:22 am
- Forum: Graphic file formats
- Topic: [Request] Yi Jian Xiang
- Replies: 7
- Views: 2376
Re: [Request] Ilgh
lol I think it is the very similar to Loong FAK, except instead of wide-space characters they just have regular ascii or something.
EDIT: nvm, some differences
Ugh now I have to change the loong FAK plugin just because they have the same idstring but encoded differently
EDIT: nvm, some differences
Ugh now I have to change the loong FAK plugin just because they have the same idstring but encoded differently
