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Search found 927 matches
- Fri Feb 03, 2012 7:02 pm
- Forum: Compressed files and methods
- Topic: How do i extract the files from onechanbara kagura
- Replies: 38
- Views: 11814
Re: How do i extract the files from onechanbara kagura
Texturing is now automatic
. Almost ready... still can't find weights or normals, but other than that it is ready to go....


- Fri Feb 03, 2012 11:48 am
- Forum: Tutorials
- Topic: Extracting Xbox 360 game files
- Replies: 21
- Views: 38793
Re: Extracting Xbox 360 game files
There sure are a lot of link spammers around lately.
- Fri Feb 03, 2012 2:40 am
- Forum: Compressed files and methods
- Topic: How do i extract the files from onechanbara kagura
- Replies: 38
- Views: 11814
Re: How do i extract the files from onechanbara kagura
I am not quite done with the ripper yet.
- Thu Feb 02, 2012 6:13 pm
- Forum: 3D/2D models
- Topic: 3DS Max 2012 Compute Smooth Normals
- Replies: 7
- Views: 1863
Re: 3DS Max 2012 Compute Smooth Normals
By variations do you mean variations of crappy, half-ass implementations? Then yes, that's the one lol.
- Thu Feb 02, 2012 3:22 pm
- Forum: 3D/2D models
- Topic: 3DS Max 2012 Compute Smooth Normals
- Replies: 7
- Views: 1863
Re: 3DS Max 2012 Compute Smooth Normals
Wow, blender 2.61 crashes when trying to load that DAE and blender 2.59 loads it but doesn't load any textures. Man COLLADA support sucks everywhere.
- Thu Feb 02, 2012 2:39 pm
- Forum: 3D/2D models
- Topic: 3DS Max 2012 Compute Smooth Normals
- Replies: 7
- Views: 1863
Re: 3DS Max 2012 Compute Smooth Normals
Sure, here you go. Use the OpenCollada import.
http://www.mediafire.com/?2691p1oc5omk0wy
http://www.mediafire.com/?2691p1oc5omk0wy
- Thu Feb 02, 2012 11:51 am
- Forum: 3D/2D models
- Topic: 3DS Max 2012 Compute Smooth Normals
- Replies: 7
- Views: 1863
3DS Max 2012 Compute Smooth Normals
Hey guys, not good at MAX here, and my DAE code now only works with COLLADA importer from MAX so I'm forced now to use software I don't like. I have a ripper that exports models to DAE that only contains XYZ and UV data. Is there a way in MAX to make it compute smoothed vertex normals on import (as ...
- Tue Jan 31, 2012 2:03 pm
- Forum: 3D/2D models
- Topic: Dead or Alive series formats and tools
- Replies: 2012
- Views: 795038
Re: Dead or Alive series formats and tools
More detail! More detail! More detail!!!!!!!!!!!!b0ny wrote:
- Sun Jan 29, 2012 1:05 am
- Forum: Compressed files and methods
- Topic: [PS2] Helpme to extract bpe files to wwe svr 2010
- Replies: 5
- Views: 2893
Re: [PS2] Helpme to extract bpe files to wwe svr 2010
i wonder if this is the same guy that i was playing dead island with last night... the one who refused to skip the cutscenes.
- Sat Jan 28, 2012 11:37 am
- Forum: Compressed files and methods
- Topic: How do i extract the files from onechanbara kagura
- Replies: 38
- Views: 11814
Re: How do i extract the files from onechanbara kagura
lol, just load the u and v as signed 16-bit integers and use the following formula and voila!

Code: Select all
v.u = v06/1023.0f;
v.v = -v07/1023.0f;

- Sat Jan 28, 2012 7:48 am
- Forum: Compressed files and methods
- Topic: How do i extract the files from onechanbara kagura
- Replies: 38
- Views: 11814
Re: How do i extract the files from onechanbara kagura
yep yep yep, looks like the UVs are being wrapped around a little bit. It's funny though because it doesn't happen to all UVs in the same triangle group. For example, here is group #24 from Aya. For her bra, the bra is fine, but the straps are messed up! All I had to do to fix it so it looks like in...
- Thu Jan 26, 2012 7:13 am
- Forum: Game Archive
- Topic: Tekken Hybrid
- Replies: 80
- Views: 24677
Re: Tekken Hybrid
Removing the second argument might work. I used 3.x. Sorry i had to temporarily give up on this one. The bone format was just strange. I may come back to it though after i finish up the easier ones.
- Wed Jan 25, 2012 11:19 pm
- Forum: Compressed files and methods
- Topic: How do i extract the files from onechanbara kagura
- Replies: 38
- Views: 11814
Re: How do i extract the files from onechanbara kagura
You're genius ha ha ha! Gave me a good idea where to look. There was a part that I ignored that originally I thought was crap data. Not so! Right after the material section for pl_000_00, there is this data starting at 0x5E0, a sequence of unsigned short values. If you think of all data as shorts an...
- Wed Jan 25, 2012 3:10 pm
- Forum: Compressed files and methods
- Topic: How do i extract the files from onechanbara kagura
- Replies: 38
- Views: 11814
Re: How do i extract the files from onechanbara kagura
Forgot to mention, when you display the material data without the bounding box data you get something like this: 0 6 1 face 0 0 0 0 6 4 1 eye 0 0 0 0 10 4 1 eye_ 0 0 0 0 14 4 1 eye_ 0 0 0 0 18 4 0 _mat 0 0 0 0 22 4 1 mout 0 0 0 0 26 4 1 wep_ 0 0 0 0 30 4 1 wep_ 0 0 0 0 34 4 1 body 0 0 0 0 38 4 0 _mu...
- Wed Jan 25, 2012 2:17 pm
- Forum: Compressed files and methods
- Topic: How do i extract the files from onechanbara kagura
- Replies: 38
- Views: 11814
Re: How do i extract the files from onechanbara kagura
I didn't. I found material names (all names are 4 characters long) and I found the triangle groups section (how the index buffer is grouped). However, there usually are more groups than there are material names, and I couldn't find out how the groups are linked to the material names. So, in my model...

