From the point cloud it looks complete using 651 vertices:
.
You'll need to dig into the script to see how the faces are built.
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- Tue Jun 30, 2020 1:44 pm
- Forum: 3D/2D models
- Topic: Need help with Noesis plugin - .dxg format Short type Vertices
- Replies: 5
- Views: 881
- Tue Jun 30, 2020 10:43 am
- Forum: 3D/2D models
- Topic: Revue Starlight Re LIVE 3D model (.MDL)
- Replies: 6
- Views: 1594
Re: Revue Starlight Re LIVE 3D model (.MDL)
Once again I've no idea about the face indices, maybe "indexed" somehow?
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- Tue Jun 30, 2020 9:03 am
- Forum: 3D/2D models
- Topic: Need help with Noesis plugin - .dxg format Short type Vertices
- Replies: 5
- Views: 881
Re: Need help with Noesis plugin - .dxg format Short type Vertices
I need help in fixing the Noesis Plugin for the case of .dxg models using Short instead of Float Vertices. Using the normal Plugin I can view most of the aisp@ce dxg models after applying shakotay2's patch to the script, but unfortunately the model I want is still messed up. Well, I'm not sure whet...
- Sun Jun 28, 2020 7:32 am
- Forum: 3D/2D models
- Topic: Magicka .XNB model files.
- Replies: 16
- Views: 4067
Re: Magicka .XNB model files.
There's no "ease" - it's hard learning in most cases. "Learn it to earn it." :D To get the vertex start address search for "-A0" in the decompressed files, then skip 4 floats (16 bytes), then another 5 bytes. (First vertex (3 floats) in green rectangle.) . xnb_lz4_decom...
- Fri Jun 26, 2020 6:48 pm
- Forum: 3D/2D models
- Topic: Zula Online *.mdl models
- Replies: 1
- Views: 905
Re: Zula Online *.mdl models
Please help me write a Noesis script, it is best to support export animation. :D "help"? What does that mean exactly? What's your progress with the script so far? Using hex2obj (view link in my sig) on sil_PS_MAC10_n_fps.mdl , (uvs might be half floats, dunno): . sil_PS_MAC10_n_fps-mdl-.p...
- Fri Jun 26, 2020 10:44 am
- Forum: 3D/2D models
- Topic: No More Heroes: Heroes Paradise [Wii] (.rsl, .GM2)
- Replies: 5
- Views: 1364
Re: No More Heroes: Heroes Paradise [Wii] (.rsl, .GM2)
It's not only the patched script there's also required hex editing of the gm2 file (cut of all bytes before "GCT0"). (Plus most authors don't like their cool scripts being spoiled by poor hackers like me.
)
- Fri Jun 26, 2020 10:19 am
- Forum: 3D/2D models
- Topic: No More Heroes: Heroes Paradise [Wii] (.rsl, .GM2)
- Replies: 5
- Views: 1364
Re: No More Heroes: Heroes Paradise [Wii] (.rsl, .GM2)
Well, your gm2 is a GTC0 texture, and the fmt_AgeOfWulin_gm2.py script you use is a mesh loader, isn't it? I can't seem to find a pixel parser or something like that in the script. (Guess, you don't know what you're doing, do you?) After an ugly "patch" the fmt_fatalframe_rsl.py gives me t...
- Mon Jun 22, 2020 9:26 pm
- Forum: 3D/2D models
- Topic: extract the model from super robot taisen og:INFINITE BATTLE
- Replies: 10
- Views: 2070
Re: extract the model from super robot taisen og:INFINITE BATTLE
(Static?) meshes are not a big deal in case you're somewhat familiar with half floats. Using hex2obj (view link in my sig):
. (first submesh only)
. (first submesh only)
- Mon Jun 22, 2020 6:13 pm
- Forum: 3D/2D models
- Topic: [Request 25€] Darkstar One .3do from and to converter
- Replies: 9
- Views: 1569
Re: [Request 25€] Darkstar One .3do from and to converter
Mesh format appears to be simple, using hex2obj (view link in my sig): . terminal_3do.png (FVFsize assumed to be found at offset 0x78.) Hi, I would like to request a converter from and to the .3do 3D File format Hi, I have my doubts that someone will code a "to .3do" converter. Maybe for s...
- Mon Jun 22, 2020 7:37 am
- Forum: 3D/2D models
- Topic: Final Fantasy: Crystal Chronicals .CHM / .TEX
- Replies: 6
- Views: 1705
Re: Final Fantasy: Crystal Chronicals .CHM / .TEX
I don't know how to read the faces. Me, too. :eek: Another annoying puzzle: Skipping each 2nd row doesn't help. Odd and even counter columns. address 0x5010 ( c100_root.chm ): 3 247 248 249 15 206 1 250 15 207 1 251 15 208 1 252 15 209 1 253 16 210 1 254 16 211 1 255 4 212 1 256 16 213 1 257 4 214 ...
- Sun Jun 21, 2020 6:28 am
- Forum: 3D/2D models
- Topic: Magicka .XNB model files.
- Replies: 16
- Views: 4067
Re: Magicka .XNB model files.
It's not "code" it's just "parameters" (values, addresses, counts). With a model loaded enter parameters then press File/Save H2O.
- Fri Jun 19, 2020 9:33 pm
- Forum: 3D/2D models
- Topic: Magicka .XNB model files.
- Replies: 16
- Views: 4067
- Fri Jun 19, 2020 9:26 pm
- Forum: 3D/2D models
- Topic: Magicka .XNB model files.
- Replies: 16
- Views: 4067
Re: Magicka .XNB model files.
This method does not work with the other model of the same game Using hex2obj as a "method" works in most cases, 70.8% of them. :D A H2O file, indeed, usually works for one model, even worse, for one submesh only ! H2O file for the head: 0x9111 1854 Vb1 52 12 0x1FB3 467 020000 0x0 255 . 4...
- Thu Jun 18, 2020 2:37 pm
- Forum: 3D/2D models
- Topic: HOW I CAN OPEN
- Replies: 23
- Views: 3537
Re: HOW I CAN OPEN
Well, if you know it why don't you get it?
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- Thu Jun 18, 2020 7:54 am
- Forum: 3D/2D models
- Topic: HOW I CAN OPEN
- Replies: 23
- Views: 3537
Re: HOW I CAN OPEN
uv data is contained in the created obj file (File\SaveAs mesh).
In case you have a texture file (.jpg,. png, .dds, whatever) simply apply it to the model in your preferred 3D application.
In case you have a texture file (.jpg,. png, .dds, whatever) simply apply it to the model in your preferred 3D application.
