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Search found 927 matches
- 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.
- Sun Feb 12, 2012 8:37 pm
- Forum: 3D/2D models
- Topic: [Request]Virtual On Oratorio Tangram Ver.5.66
- Replies: 18
- Views: 4645
- 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.
- 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.
- 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?
EDIT:
Cool, go finale go! Going to pick this one up?
- 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.
- 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...
- Sun Feb 12, 2012 4:34 am
- Forum: Game Archive
- Topic: NeverDead .asrBE
- Replies: 14
- Views: 2671
Re: NeverDead .asrBE
cool, thx.
- 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...
- 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
?
- 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?
- 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...
- 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
lol, more detailed texturesb0ny wrote: howfie
be more specific, what kind of details?
- 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...
- 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!
