Poll & Discussion: We wish the site to continue (Y/N)
Search found 2370 matches
- Tue Jan 10, 2012 9:43 pm
- Forum: 3D/2D models
- Topic: [XBOX] Xiaolin Showdown .msh .skl .at Files
- Replies: 16
- Views: 4320
Re: [XBOX] Xiaolin Showdown .msh .skl .at Files
lol I looked at the extraction guide on that wiki and I'm amazed people can do all that with Word. Which page has the index information that a lot of these PS2 formats use? I don't see any index buffers in the file so I'm guessing the file only needs to store the vertex info and then just use some o...
- Tue Jan 10, 2012 9:35 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 714607
Re: Forza Motorsport Resource Extraction (.carbin)
Maybe the first post should be updated?
I don't even know if there's an import/export script.
Presumably there is cause pfreak has imported it with "bumps and crazy meshes"
I don't even know if there's an import/export script.
Presumably there is cause pfreak has imported it with "bumps and crazy meshes"
- Tue Jan 10, 2012 9:04 pm
- Forum: Game Archive
- Topic: Tekken Hybrid
- Replies: 80
- Views: 23352
Re: Tekken Hybrid
Yes very likely in the beginning of the file. Good job on the Python OBJ script. Sad that the struct module doesnt support half floats. Maybe we could contact the Python devs to add it to the module. Anyway, yeah, I'm right behind you Noesis supports half-floats http://forum.xentax.com/viewtopic.ph...
- Tue Jan 10, 2012 9:00 pm
- Forum: 3D/2D models
- Topic: 3D model reversing compilation
- Replies: 70
- Views: 109485
Re: 3D model reversing compilation
I've tried writing an import script using blender with my Sanae 3D model converter and it sort of worked (I could import and render any model format I had written a plugin for successfully, but I couldn't apply textures), but then I got kind of lazy and just left it there (http://forum.xentax.com/vi...
- Tue Jan 10, 2012 8:58 pm
- Forum: 3D/2D models
- Topic: Mo Jie 2 / Magic World 2 - uses Gamebryo
- Replies: 4
- Views: 1226
Re: Mo Jie 2 / Magic World 2 - uses Gamebryo
http://forum.xentax.com/viewtopic.php?f=10&t=7895 Is it this game? Speaking of gamebryo, I'd love an import script for all gamebryo formats. People say "just use nifSkope don't waste your time" but it only supports OBJ export (last time I checked) so kind of pointless for anyone that w...
- Tue Jan 10, 2012 8:56 pm
- Forum: 3D/2D models
- Topic: Direct3D Binary .x importer for Noesis (WIP)
- Replies: 3
- Views: 2025
Re: Direct3D Binary .x importer for Noesis (WIP)
Nope. I've parsed the data, I just don't know what to do with it lol
- Tue Jan 10, 2012 8:27 pm
- Forum: 3D/2D models
- Topic: 3D model reversing compilation
- Replies: 70
- Views: 109485
Re: 3D model reversing compilation
lol 3Dmax costs $3500 for a license!!!
Noesis it is.
Noesis it is.
- Tue Jan 10, 2012 7:49 pm
- Forum: 3D/2D models
- Topic: 3D model reversing compilation
- Replies: 70
- Views: 109485
Re: 3D model reversing compilation
I've never worked with any 3D and the only experience I have is looking at the formats. You'll probably have a better idea what the data would represent. That would be useful because if I were given a set of values stored in a particular location (eg: when defining the mesh), I wouldn't know what it...
- Tue Jan 10, 2012 6:39 pm
- Forum: Game Archive
- Topic: Hinokakera
- Replies: 11
- Views: 1956
Re: Hinokakera
I'm still getting "no such file or folder"" even though the input name is correct.
Weird. I've tried placing the archives in the same folder as quickbms.
Maybe my computer doesn't handle the paths properly.
Weird. I've tried placing the archives in the same folder as quickbms.
Maybe my computer doesn't handle the paths properly.
- Tue Jan 10, 2012 6:23 pm
- Forum: 3D/2D models
- Topic: 3D model reversing compilation
- Replies: 70
- Views: 109485
Re: 3D model reversing compilation
Rather than a tutorial approach, which requires you to know what you're actually talking about, maybe simply a listing of common things to look out for, what they represent, and what kind of clues you might see. Then someone else can add whatever they see fits. The introduction of any 3D format woul...
- Tue Jan 10, 2012 6:19 am
- Forum: Game Archive
- Topic: Hinokakera
- Replies: 11
- Views: 1956
Hinokakera
The contents of this post was deleted because of possible forum rules violation.
- Mon Jan 09, 2012 9:43 pm
- Forum: 3D/2D models
- Topic: Dreamkiller
- Replies: 9
- Views: 1875
Re: Dreamkiller
I looked at 166.dat to 171.dat, and then looked at 172.dat It looks like 166 and 172 both start with the same 4 bytes. That may be significant, but I don't know how many files may be in the same set. The file that follows the one with the header is always a small one (like 1-2KB). Followed by a file...
- Mon Jan 09, 2012 1:45 pm
- Forum: Tutorials
- Topic: Very Basic model format conversion (Shaiya).
- Replies: 25
- Views: 39687
Re: Very Basic model format conversion (Shaiya).
You basically look at where the parsing begins, and then try to look at what it's reading.
Although when I tried looking at it, I got lost lol
But ya it looks like the flv format for the two games seem completely different.
Although when I tried looking at it, I got lost lol
But ya it looks like the flv format for the two games seem completely different.
- Mon Jan 09, 2012 1:43 pm
- Forum: 3D/2D models
- Topic: Dead or Alive series formats and tools
- Replies: 2010
- Views: 753586
Re: Dead or Alive series formats and tools
Hmm so those zeroes are in fact referring to different vertex buffers and vertex types.
That would make sense then.
That would make sense then.
- Mon Jan 09, 2012 1:40 pm
- Forum: 3D/2D models
- Topic: Dreamkiller
- Replies: 9
- Views: 1875
Re: Dreamkiller
So the stuff was originally weird.
Lol one of the files looks like it's just part of another file cause it starts with a bunch of floats, followed by an index buffer, and that's it.
Lol one of the files looks like it's just part of another file cause it starts with a bunch of floats, followed by an index buffer, and that's it.
