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Search found 927 matches

by howfie
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....

Image
by howfie
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.
by howfie
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.
by howfie
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.
by howfie
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.
by howfie
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
by howfie
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 ...
by howfie
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

b0ny wrote:Image
More detail! More detail! More detail!!!!!!!!!!!!
by howfie
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.
by howfie
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;
Image
by howfie
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...
by howfie
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.
by howfie
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...
by howfie
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...
by howfie
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...