Search found 2370 matches

by finale00
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...
by finale00
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

Image

K, it sorts of looks like a head.

.............

Clearly my imagination runs wild.

More mrg samples plz.
by finale00
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...
by finale00
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...
by finale00
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

michalss wrote:Well this is nonsence if you dont know what the code does how would u to put it into different language.
I guess it's time to learn a new language.....
by finale00
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...
by finale00
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.
by finale00
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...
by finale00
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.
by finale00
Sun Feb 12, 2012 5:06 pm
Forum: Holy Cow!
Topic: Minecraft - fancy a game?
Replies: 15
Views: 5450

Re: Minecraft - fancy a game?

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.
Like a successful business man in the 21st century.
He knows how to get customers and fans.

Unlike the american movie industry.
by finale00
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?
by finale00
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...
by finale00
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 ...
by finale00
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.
by finale00
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 :|