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Search found 927 matches

by howfie
Mon Feb 13, 2012 4:33 pm
Forum: 3D/2D models
Topic: Onechanbara Z Kagura [still WIP]
Replies: 47
Views: 22390

Re: Onechanbara Z Kagura [still WIP]

rexil, how did you get the weights from lightwave to 3ds max when you ported over the neptunia model? what export format did you use? seems like lightwave doesn't export weights to DAE.
by howfie
Sun Feb 12, 2012 8:06 pm
Forum: 3D/2D models
Topic: Onechanbara Z Kagura [still WIP]
Replies: 47
Views: 22390

Re: Onechanbara Z Kagura [still WIP]

I wish I had time to go back to fix Surveyor's code, but I'm still trying to fix this one at the moment. The DAE format and 3DS Max just keep fighting me when it comes to working with multiple skin controllers.
by howfie
Sun Feb 12, 2012 7:48 pm
Forum: Compressed files and methods
Topic: Xbox 360 XD3 ISO format
Replies: 15
Views: 3985

Re: Xbox 360 XD3 ISO format

I don't even think that code applies, it was written for like the original xbox. And it does look hard; I wouldn't want to touch that code even though I know C++. There's a lot of file systems crap in there, stuff like AVL tree code. Best thing to do would probably ask the guys at xbox-scene.
by howfie
Sun Feb 12, 2012 7:41 pm
Forum: 3D/2D models
Topic: [Request]Virtual On Oratorio Tangram Ver.5.66
Replies: 18
Views: 4645

Re: [Request]Virtual On Oratorio Tangram Ver.5.66

Could be; sucks that there are only maybe 4-5 people around here actively trying to rip games.

EDIT:
Cool, go finale go! Going to pick this one up?
by howfie
Sun Feb 12, 2012 7:28 pm
Forum: 3D/2D models
Topic: [Request]Virtual On Oratorio Tangram Ver.5.66
Replies: 18
Views: 4645

Re: [Request]Virtual On Oratorio Tangram Ver.5.66

I looked at Virtual On when you originally posted the samples in January; it looked difficult. What finale says is true; the data is a mashed up piece of junk and there was no index buffer.
by howfie
Sun Feb 12, 2012 4:37 am
Forum: 3D/2D models
Topic: 3ds max PSSG model import
Replies: 40
Views: 24961

Re: 3ds max PSSG model import

Every game that uses PSSG uses some new/different nodes. Usually when a new PS3 SDK comes out, an updated version of PhyrEngine comes out too so it's just too much work and there are too many games to try and support them all. You can also try my Totori/Meruru PSSG OBJ export... but dunno if that wi...
by howfie
Sun Feb 12, 2012 4:34 am
Forum: Game Archive
Topic: NeverDead .asrBE
Replies: 14
Views: 2671

Re: NeverDead .asrBE

cool, thx.
by howfie
Sun Feb 12, 2012 3:23 am
Forum: Game Archive
Topic: NeverDead .asrBE
Replies: 14
Views: 2671

Re: NeverDead .asrBE

the http://aluigi.altervista.org/mytoolz.htm one right? ha ha ha maybe i'm doing something wrong i guess. I was on it earlier today and I downloaded his compression dump to check out which compression these texture files used and his website was fine. Account suspended This account has been suspende...
by howfie
Sun Feb 12, 2012 3:20 am
Forum: Game Archive
Topic: NeverDead .asrBE
Replies: 14
Views: 2671

Re: NeverDead .asrBE

Anyone get a chance to look at the textures for this game? It uses some weird compression scheme. Wow, Luigi's site was suspended huh? Man, a lot of crazy things are happening the last few days; the TR forums are up in arms and luigi's site is now suspended lol. The world's about to end huh :-D?
by howfie
Sat Feb 11, 2012 11:23 pm
Forum: 3D/2D models
Topic: Onechanbara Z Kagura [still WIP]
Replies: 47
Views: 22390

Re: Onechanbara Z Kagura [still WIP]

For what game? Dream C Club Zero?
by howfie
Sat Feb 11, 2012 6:44 am
Forum: 3D/2D models
Topic: 3DS Max 2012 Compute Smooth Normals
Replies: 7
Views: 1863

Re: 3DS Max 2012 Compute Smooth Normals

Another 3D Studio Max question: I have written an import plugin for 3DS Max 2012. F-ing can do the normal computation in the plugin code lol. It is so much better just writing your own damn plugin rather than fighting with COLLADA and all it's stupid technique_COMMON and technique_NOTSOUNCOMMON crap...
by howfie
Fri Feb 10, 2012 5:41 pm
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2012
Views: 795278

Re: Dead or Alive series formats and tools

b0ny wrote: howfie
be more specific, what kind of details?
lol, more detailed textures :-). BTW, which DOA game are you guys currently working on?
by howfie
Fri Feb 10, 2012 5:22 pm
Forum: 3D/2D models
Topic: Vertex colors
Replies: 28
Views: 5902

Re: Vertex colors

Can we just forget anyone ever said anything lol? Don't worry gjinka, Rich has even been critical of a thing or two that I have done (like in the Tekken Hybrid thread), but we all get along. I don't get offended; it happens all the time. I've been to CS poster presentations at conferences and let me...
by howfie
Fri Feb 10, 2012 3:40 pm
Forum: Holy Cow!
Topic: Daz3D just went crazy.
Replies: 7
Views: 3615

Re: Daz3D just went crazy.

Yeah, I dled those programs too after seeing them on the boob-raider forums. You can never get enough free and legal software :-). Be sure to dl some of the free models and learning packs too. This means they are probably coming out with a new version and are desperate for new customers!