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Search found 2370 matches
- Thu Jan 05, 2012 10:22 am
- Forum: 3D/2D models
- Topic: Dead or Alive series formats and tools
- Replies: 2010
- Views: 753586
Re: Dead or Alive series formats and tools
Uh, so To be honest don't understand the docs in their current state, I see blocks of data but don't see how they relate, where they are located and how they should be parsed. Still good job on that, but I'm afraid it's like notes for hexers right now and I'm no hexer. So who's for making a wiki st...
- Thu Jan 05, 2012 9:34 am
- Forum: 3D/2D models
- Topic: Age of Wulin models
- Replies: 33
- Views: 22938
Re: Age of Wulin XMOD models
Well, this is quite fortunate. I was looking through the gm2 files and found some text files that the devs probably left behind. Although there are only 5 and in the same folder (among the hundreds of folders). It is a pretty simple file, but it makes some things quite clear (although even if I know...
- Thu Jan 05, 2012 9:12 am
- Forum: 3D/2D models
- Topic: TwelveSky 2 Model Format
- Replies: 59
- Views: 18508
Re: TwelveSky 2 Model Format
I'm getting a "selected attachment does not exist anymore"
You have good modeling and game modding skills. Maybe you can look at noesis as well.
You have good modeling and game modding skills. Maybe you can look at noesis as well.
- Thu Jan 05, 2012 7:08 am
- Forum: 3D/2D models
- Topic: TwelveSky 2 Model Format
- Replies: 59
- Views: 18508
Re: TwelveSky 2 Model Format
Someone was asking for a blender importer. I tried writing a noesis plugin and it worked for the SOBJECT but the MOBJECT is completely different. The attached file contains an unpacked MOBJECT. First look at the 10 KB file and go to the end of the file. You'll find a couple shorts. In fact, you'll f...
- Tue Jan 03, 2012 10:32 pm
- Forum: Compressed files and methods
- Topic: Wolf RPG editor archives
- Replies: 2
- Views: 4606
Wolf RPG editor archives
The contents of this post was deleted because of possible forum rules violation.
- Tue Jan 03, 2012 9:12 pm
- Forum: 3D/2D models
- Topic: GuildWars models
- Replies: 22
- Views: 4988
Re: GuildWars models
Here's what I got out of the 130907 model. The parser was written in python for noesis. Unfortunately it's hardcoded cause I didn't look at the other files (just followed your notes lol) Here's the header char[4] idstring "ffna" byte (1, 2, ...) int ? // seems to have decimal values 3000, ...
- Tue Jan 03, 2012 8:54 am
- Forum: 3D/2D models
- Topic: Age of Wulin models
- Replies: 33
- Views: 22938
Re: Age of Wulin XMOD models
So I've found 7 vertex types so far: 24, 32, 36, 40, 44, 56, 64 bytes. There is some flag that determines whether the model has bones/weights or not. There is some flag that determines what kinds of textures the model uses (diffuse, specular, and/or normal) Depending on some flags, the material sect...
- Tue Jan 03, 2012 3:28 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1831
- Views: 566642
Re: Señor Casaroja's Noesis
Nope this is just the metasequoia format cause it looks like a good candidate for immediate mode rendering.
I tried extracting sonicomi archives using asmodean's extractor but the files didn't seem to come out right.
I tried extracting sonicomi archives using asmodean's extractor but the files didn't seem to come out right.
- Tue Jan 03, 2012 2:09 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1831
- Views: 566642
Re: Señor Casaroja's Noesis
I found the issue with the readline. Some of the strings are encoded in shift-JIS. So for example it could say name: 黒艶有 vertex 492 { 1.0 1.0 1.0 ... } So I would just read a line, get the name, then read another line and grab the vert count and then start looping over the positions. But now I'm stu...
- Mon Jan 02, 2012 11:52 pm
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1831
- Views: 566642
Re: Señor Casaroja's Noesis
When working with text files, I ignore the data that is provided to the loadModel function and open the file as a text file and then parse it line by line. But then I have to pack the values into bytes. Should I go with the struct module or is there something else I can use? Also this error: Unicode...
- Mon Jan 02, 2012 10:07 pm
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1831
- Views: 566642
Re: Señor Casaroja's Noesis
There should be a function for me to load that in without having to manually convert stuff to triangles I think. At least, I'm assuming that's where the QUAD constant may be used. Also when loading texture by handler, it looks like I have to explicitly pass in an extension. So if a game uses a varie...
- Mon Jan 02, 2012 6:57 pm
- Forum: Holy Cow!
- Topic: 3D rendering in a browse
- Replies: 3
- Views: 2622
3D rendering in a browse
While looking around for sites that can render 3D models in a browser, I came across two things Unity3D's browser plugin (which I've played some games in) webGL While it does sound cool, being able to render 3D in my browser... Ya that's about it. I wonder if I can use google's servers to process al...
- Mon Jan 02, 2012 6:35 pm
- Forum: 3D/2D models
- Topic: Age of Wulin models
- Replies: 33
- Views: 22938
Re: Age of Wushu models
There are different mesh types and different vertex types. The first four bytes are the idstring XVAM. Then the 5th byte might be a 1 or a 2. The mesh follows a different struct depending on the value. So far I think 1 means unskinned while 2 is skinned. After each mesh name, there's an integer, and...
- Mon Jan 02, 2012 5:52 pm
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1831
- Views: 566642
Re: Señor Casaroja's Noesis
So I take my index buffer with 8 integers and just pass it to commitTriangles except instead of RPGEO_TRIANGLE I use RPGEO_QUAD?
- Mon Jan 02, 2012 5:07 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1831
- Views: 566642
Re: Señor Casaroja's Noesis
I have a model that has tri's and quads.
How do I bind the quads?
How do I bind the quads?
