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by killercracker
Sat Mar 03, 2018 5:04 am
Forum: 3D/2D models
Topic: The King of Fighter World (rip 3d Models)
Replies: 5
Views: 1565

Re: The King of Fighter World (rip 3d Models)

Image

If you have 3dsmax you can use maxscript.
by killercracker
Fri Feb 02, 2018 2:18 am
Forum: Game Archive
Topic: Need Help analyzing [PS2 - Road Trip Adventure] files
Replies: 10
Views: 1207

Re: Need Help analyzing [PS2 - Road Trip Adventure] files

I wrote a maxscript to open the file. It works on all but the last file which I'm also pretty sure is a texture file. You can have a look at it if you want to.
by killercracker
Thu Feb 01, 2018 9:17 pm
Forum: Game Archive
Topic: Need Help analyzing [PS2 - Road Trip Adventure] files
Replies: 10
Views: 1207

Re: Need Help analyzing [PS2 - Road Trip Adventure] files

Image

The file you provided does in-fact contain 3d model information.
by killercracker
Sun Jan 21, 2018 3:19 am
Forum: 3D/2D models
Topic: Ripping Dead Space 1-3 models with animations and textures.
Replies: 160
Views: 26876

Re: Ripping Dead Space 1-3 models with animations and textur

The script only works for the console version, I didn't see the point of making a pc version since AceWell had already done that. Yeah I'm the one who originlly posted the deadspace 2-3 scripts. I've recently been working on an update to it but I'm still figuring out the issue of the uv's being brok...
by killercracker
Fri Jan 19, 2018 12:25 am
Forum: 3D/2D models
Topic: Ripping Dead Space 1-3 models with animations and textures.
Replies: 160
Views: 26876

Re: Ripping Dead Space 1-3 models with animations and textur

Hey, someone managed to crack open the PS3 version of the first Dead Space and get access to the files. The person gave me the files of the Standard Astronaut RIG and I managed to convert the .str archive but by the looks of it, all the files inside it are using some PS3 format, so I can't convert ...
by killercracker
Tue Dec 05, 2017 5:03 am
Forum: 3D/2D models
Topic: Bounding Box
Replies: 2
Views: 452

Re: Bounding Box

The four floats could represent a bounding sphere. x, y, and z being the position and w being the scale.
by killercracker
Mon Nov 27, 2017 7:08 am
Forum: 3D/2D models
Topic: [Help!] King of Fighter XIV Model format and Noesis script?
Replies: 34
Views: 8745

Re: [Help!] King of Fighter XIV Model format and Noesis scri

Apparently there are up to 8 bind weights per vertex instead of the traditional 4.
by killercracker
Mon Nov 27, 2017 12:54 am
Forum: 3D/2D models
Topic: [Help!] King of Fighter XIV Model format and Noesis script?
Replies: 34
Views: 8745

Re: [Help!] King of Fighter XIV Model format and Noesis scri

I believe it should run in at least for the 2011 version of max but I wrote the script for the 2015 version.
by killercracker
Thu Nov 23, 2017 6:26 am
Forum: 3D/2D models
Topic: [Help!] King of Fighter XIV Model format and Noesis script?
Replies: 34
Views: 8745

Re: [Help!] King of Fighter XIV Model format and Noesis scri

The weights imported with no issues. If you want to open the mouth without breaking the face you have to move both bones C_JawHalf_FbD and C_Jaw_FbD.
by killercracker
Mon Nov 20, 2017 10:04 pm
Forum: 3D/2D models
Topic: [Help!] King of Fighter XIV Model format and Noesis script?
Replies: 34
Views: 8745

Re: [Help!] King of Fighter XIV Model format and Noesis scri

https://i.imgur.com/sT6apT7l.png The script's working but I'm having some issues with a few models pertaining to their mat ID's. I'm releasing the script anyway because this is something that could be manually fixed anyway. When the normals are applied the model's lighting looks weird too and I don...
by killercracker
Fri Nov 03, 2017 2:30 am
Forum: 3D/2D models
Topic: [Help!] King of Fighter XIV Model format and Noesis script?
Replies: 34
Views: 8745

Re: [Help!] King of Fighter XIV Model format and Noesis scri

Thony wrote:is anyone working on a script to have models with bones?
Image

I have a maxscript in progress.
by killercracker
Thu Oct 05, 2017 3:36 am
Forum: 3D/2D models
Topic: BlueReflection model files
Replies: 12
Views: 6266

Re: BlueReflection model files

Is there a way to extract the .elixir files? It seems that PS3 tools to do that do not work here. Here's an all in one extractor for the original gz files. Currently working on a maxscript to import the g1m files. Thanks for the extractor. I used it to help figure out a few costumes for some model ...
by killercracker
Fri Sep 29, 2017 8:22 pm
Forum: 3D/2D models
Topic: BlueReflection model files
Replies: 12
Views: 6266

Re: BlueReflection model files

rauldj wrote:Is there a way to extract the .elixir files? It seems that PS3 tools to do that do not work here.
Here's an all in one extractor for the original gz files. Currently working on a maxscript to import the g1m files.
by killercracker
Sun Aug 13, 2017 4:18 pm
Forum: 3D/2D models
Topic: Animation Translation Data Help
Replies: 2
Views: 478

Re: Animation help

did you consider compressed data? Such as 4 bytes = 32 bits splitted up into 11+11+10 bits for x, y, z? (don't have max installed to try out your script) I don't think that would be the case. That would leave me with 8 bytes after the conversion that I'd have to work considering that it would still...
by killercracker
Sun Aug 13, 2017 12:17 am
Forum: 3D/2D models
Topic: Animation Translation Data Help
Replies: 2
Views: 478

Animation Translation Data Help

I'm in the process of writing an animation importer for DBZ Burst Limit and I'm having issues reading the translation information. When parsing some animations the format of the translation data is an array of vec3's containing floats but the animation data that produces broken models don't look lik...