I'm a noob so I have no idea what PBR, PC, and XD mean.
Is this for the wii or some nintendo platform?
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Search found 2370 matches
- Tue Jul 03, 2012 7:07 pm
- Forum: Compressed files and methods
- Topic: .FSYS LZSS Compress
- Replies: 2
- Views: 1489
- Tue Jul 03, 2012 7:03 pm
- Forum: 3D/2D models
- Topic: Scions of Fate 2
- Replies: 16
- Views: 5421
Re: Scions of Fate 2
I'm looking for a format that's relatively straightforward but can't find one lol
Maybe I'll go grab something that's already been done.
Maybe I'll go grab something that's already been done.
- Tue Jul 03, 2012 1:46 am
- Forum: 3D/2D models
- Topic: lithtech files
- Replies: 5
- Views: 1641
Re: lithtech files
Oh, maybe 3ds wasn't there. fbx or dae should be fine though.
Which reminds me: I never actually figured out how materials were referenced in ltb files.
Which reminds me: I never actually figured out how materials were referenced in ltb files.
- Tue Jul 03, 2012 12:26 am
- Forum: 3D/2D models
- Topic: lithtech files
- Replies: 5
- Views: 1641
Re: lithtech files
Just change the export format in the dropdown list when you're exporting.
- Mon Jul 02, 2012 11:55 pm
- Forum: 3D/2D models
- Topic: lithtech files
- Replies: 5
- Views: 1641
Re: lithtech files
I didn't write anything for the animations, and the map files have barely been reversed so it's impossible to export to it.
- Mon Jul 02, 2012 10:13 pm
- Forum: 3D/2D models
- Topic: [Request] Loong
- Replies: 49
- Views: 9426
Re: [Request] Loong
I went back to this game to look at the skeleton but decided to fix some of the plugins. It looks like I didn't actually finish the .fsm plugin and so I went and fixed that up. Then it occurred to me that I didn't know whether the .fskel files are actually the skeleton or animations, and nothing rea...
- Mon Jul 02, 2012 7:02 am
- Forum: Game Archive
- Topic: FFXI PlayOnline Tetra Master
- Replies: 2
- Views: 1325
FFXI PlayOnline Tetra Master
Found this today while cleaning my hard drive. Kind of surprised, but I liked the game and thought getting the resources easily wasn't a bad deal. It is recursively defined but there's only one level of recursion so I didn't really bother. Though, I'm kind of interested why I couldn't make a path na...
- Mon Jul 02, 2012 4:17 am
- Forum: 3D/2D models
- Topic: Need help identify Yulgang files viewer/exporter
- Replies: 22
- Views: 2979
Re: Need help identify Yulgang files viewer/exporter
Oh, I see 4 unique bone indices and 3 floats. That would make sense then, since it would save on space and computing the last weight wouldn't be hard.
Does noesis automatically consider that when I bind weight buffers?
Does noesis automatically consider that when I bind weight buffers?
- Mon Jul 02, 2012 3:58 am
- Forum: 3D/2D models
- Topic: Need help identify Yulgang files viewer/exporter
- Replies: 22
- Views: 2979
Re: Need help identify Yulgang files viewer/exporter
Here I looked at it a couple minutes ago and wrote the plugin. http://db.tt/j4CAFj8N This is the model you sent me: http://i.imgur.com/19j3m.jpg There are two integers in the header that I'm not sure of, and the first byte might mean something. There is some more data at the end of the file which I ...
- Mon Jul 02, 2012 12:23 am
- Forum: Game Archive
- Topic: Unpacking models from a game?
- Replies: 21
- Views: 5353
Re: Unpacking models from a game?
That's the file table, so you need to figure out the archive structure, write a script to unpack it (like a bms script). lz might mean the files are compressed using some lz compression variation (or they might just be a random extension) The data will probably start at the end of the file table, an...
- Sun Jul 01, 2012 11:05 pm
- Forum: 3D/2D models
- Topic: Scions of Fate 2
- Replies: 16
- Views: 5421
Re: Scions of Fate 2
I figured out how to rotate bones, but is the animation test a script call or something in the viewer?
- Sun Jul 01, 2012 10:43 pm
- Forum: 3D/2D models
- Topic: Scions of Fate 2
- Replies: 16
- Views: 5421
Re: Scions of Fate 2
So actually applying the weights themselves is easy if the bone IDs and weights are just stored in each vertex, and the skeleton has been constructed. For DK online you assumed the bones are just stored in some sequential order. Does this usually work when no bone ID is given? I've noticed that ther...
- Sun Jul 01, 2012 9:39 pm
- Forum: Game Archive
- Topic: Unpacking models from a game?
- Replies: 21
- Views: 5353
Re: Unpacking models from a game?
Open it in a hex editor and hope that you can see something that makes sense. Like filenames. And then hope that the data is not compressed or encrypted.
If you can't make any sense of it then you'd have to do some real work.
If you can't make any sense of it then you'd have to do some real work.
- Sun Jul 01, 2012 9:33 pm
- Forum: 3D/2D models
- Topic: Scions of Fate 2
- Replies: 16
- Views: 5421
Re: Scions of Fate 2
Hmm, so start by putting together the information required to represent a bone, and then add the bones to a list. Now we have a pile of bones that have the necessary data to build a skeleton with. Next I would guess we need to run some function that will take our pile of bones, and it will convenien...
- Sun Jul 01, 2012 9:10 pm
- Forum: Game Archive
- Topic: Unpacking models from a game?
- Replies: 21
- Views: 5353
Re: Unpacking models from a game?
That depends whether the data is packed into an archive or not.
If they're not packed, then it's a matter of going through the folders and looking for them.
Now if everything is stored in an exe that gets a little complicated.
If they're not packed, then it's a matter of going through the folders and looking for them.
Now if everything is stored in an exe that gets a little complicated.
