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- Tue Aug 14, 2012 11:21 pm
- Forum: 3D/2D models
- Topic: Kung Fu Strike: The Warriors Rise (*.a3d)
- Replies: 13
- Views: 1620
Kung Fu Strike: The Warriors Rise (*.a3d)
Find the way to unpack the dat files here: http://forum.xentax.com/viewtopic.php?f=10&t=9387&p=77136#p77136 What I found so far 4 bytes -> always A3D. 4 bytes -> always 0A D7 83 3F 4 bytes -> nbr of Submeshes 4 bytes -> unk ?? FF FF FF FF -> delimiter ?? 6 * 4 bytes -> always 00 00 00 00 4 * 4 bytes...
- Tue Aug 14, 2012 11:14 pm
- Forum: Game Archive
- Topic: Kung Fu Strike: The Warriors Rise (*.PAK)
- Replies: 7
- Views: 1303
Re: Kung Fu Strike: The Warriors Rise (*.PAK)
delutto wrote:I want to translate into Brazilian Portuguese.TaylorMouse wrote:I've noticed that there are a lot of ppl looking for these localisation files ( not specificly for this game)
Why? The game is in English, what else do you need?
Any progress on the .a3d files yet ?
T.
Heu, ok...
- Tue Aug 14, 2012 11:13 pm
- Forum: 3D/2D models
- Topic: Settlers 7 Models help
- Replies: 62
- Views: 8975
Re: Settlers 7 Models help
My bad, my bad, it is of course VERTICALLYSammie wrote:really horizontally in Max? I need to flip them vertically in Maya.TaylorMouse wrote:indeed the uv mappings need to be flipped horizontally
![rolleyes [roll]](./images/smilies/icon_rolleyes.gif)
T.
- Tue Aug 14, 2012 10:36 pm
- Forum: 3D/2D models
- Topic: Settlers 7 Models help
- Replies: 62
- Views: 8975
Re: Settlers 7 Models help
I did the same, imported into Max, indeed the uv mappings need to be flipped horizontally, didn't need to rotate it since you can tell in the importer to do so Smoothing groups suck :/ here is a little render on a Cavalier: http://farm9.staticflickr.com/8440/7783746648_f19331088f_z.jpg iz nize no :D...
- Tue Aug 14, 2012 7:47 pm
- Forum: Game Archive
- Topic: Kung Fu Strike: The Warriors Rise (*.PAK)
- Replies: 7
- Views: 1303
Re: Kung Fu Strike: The Warriors Rise (*.PAK)
I've noticed that there are a lot of ppl looking for these localisation files ( not specificly for this game)
Why? The game is in English, what else do you need?
Any progress on the .a3d files yet ?
T.
Why? The game is in English, what else do you need?
Any progress on the .a3d files yet ?
T.
- Tue Aug 14, 2012 7:40 pm
- Forum: 3D/2D models
- Topic: Settlers 7 Models help
- Replies: 62
- Views: 8975
Re: Settlers 7 Models help
in VST0, the chunk is 24, and only 6 bytes are being used, in our code, 6 bytes being 3 * half floats ( 2 bytes per float ) what about the other 18 bytes? they aren't vertex weights, cause there does not seem to be any reference to any bones here... could it be normals ? also half floats could it be...
- Tue Aug 14, 2012 1:02 pm
- Forum: 3D/2D models
- Topic: Settlers 7 Models help
- Replies: 62
- Views: 8975
Re: Settlers 7 Models help
I decided to give up to try it in c# and see what I can do with the .py scripts
What tool do you guys use to test/debug etc the .py script before you test it in Noesis?
T.
What tool do you guys use to test/debug etc the .py script before you test it in Noesis?
T.
- Mon Aug 13, 2012 11:23 pm
- Forum: 3D/2D models
- Topic: Settlers 7 Models help
- Replies: 62
- Views: 8975
Re: Settlers 7 Models help
Damn, I was so close...
I don't seem to have a Half Precision Floating point in c#... :/
T.
I don't seem to have a Half Precision Floating point in c#... :/
T.
- Mon Aug 13, 2012 10:00 pm
- Forum: 3D/2D models
- Topic: Settlers 7 Models help
- Replies: 62
- Views: 8975
Re: Settlers 7 Models help
Yeah, the numbers seem to add up, just not the chunks... VST0 ->24 I assume 5 floats + 1 Signed Int ( could be if this is the w coordinate), being the xyz of the vertex, then the uvw of the vertex, but when I read them, they result in something weird like: v[7.383575E-38,5.123147E-42,5.605194E-45] u...
- Mon Aug 13, 2012 9:43 pm
- Forum: 3D/2D models
- Topic: Settlers 7 Models help
- Replies: 62
- Views: 8975
Re: Settlers 7 Models help
Sorry... what?
equals -1 as a signed Int or a signed Byte, but what do I do with it?
If I build it up like
v1,v2,v3,uv1,uv2
the uv2, mostly ends up in -1, but is that an ok uv value?
T.
Code: Select all
FF FF FF FF
If I build it up like
v1,v2,v3,uv1,uv2
the uv2, mostly ends up in -1, but is that an ok uv value?
T.
- Mon Aug 13, 2012 8:01 pm
- Forum: 3D/2D models
- Topic: Settlers 7 Models help
- Replies: 62
- Views: 8975
Re: Settlers 7 Models help
mmm.. ok :) int chunkType = (int)r.ReadUInt16(); int unk = (int)r.ReadUInt16(); int chunkSize = (int)r.ReadUInt32(); int structSize = (int)r.ReadUInt32(); char[] chunkName = r.ReadChars(4); I already figured that out... thnx Then I tried to read the chunk part ( at least I try to parse it) but it ha...
- Mon Aug 13, 2012 4:44 pm
- Forum: 3D/2D models
- Topic: Settlers 7 Models help
- Replies: 62
- Views: 8975
Re: Settlers 7 Models help
string file = @"C:\Temp\A_Sheep\A_Sheep_Shorn_01.s7m"; try { using(System.IO.BinaryReader r = new System.IO.BinaryReader(System.IO.File.Open(file, FileMode.Open, FileAccess.Read))) { char[] chars = r.ReadChars(4); Debug.WriteLine(chars[0].ToString() + chars[1].ToString() + chars[2].ToString() + cha...
- Mon Aug 13, 2012 12:51 pm
- Forum: 3D/2D models
- Topic: Settlers 7 Models help
- Replies: 62
- Views: 8975
Re: Settlers 7 Models help
what does the
read('4L') mean ?
T.
read('4L') mean ?
T.
- Mon Aug 13, 2012 11:35 am
- Forum: 3D/2D models
- Topic: Settlers 7 Models help
- Replies: 62
- Views: 8975
Re: Settlers 7 Models help
Sammie wrote:Download: s7bbaex.rarTaylorMouse wrote:I have the settlers 7, so could you upload the s7bbaex extracter so i can do the extraction of the bba file myself. Thnx
T.
Thnx
T.
- Mon Aug 13, 2012 11:24 am
- Forum: 3D/2D models
- Topic: Orcs must die 2 - 3D Models
- Replies: 28
- Views: 9561
Re: Orcs must die 2 - 3D Models
In Neosis, maybe, but not in OBJ, since it does not support any bones or rigging.
But, I haven't heard anything from CriticalError, so...
T.
But, I haven't heard anything from CriticalError, so...
T.