Search found 4134 matches

by shakotay2
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

Re: Need help with Noesis plugin - .dxg format Short type Vertices

From the point cloud it looks complete using 651 vertices:
.
face.png
You'll need to dig into the script to see how the faces are built.
by shakotay2
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?
.
1010001-mdl.png
by shakotay2
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...
by shakotay2
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...
by shakotay2
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...
by shakotay2
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. :D )
by shakotay2
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...
by shakotay2
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):
.
bacv_w01_vertex-bin.png
(first submesh only)
by shakotay2
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...
by shakotay2
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 ...
by shakotay2
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.
by shakotay2
Fri Jun 19, 2020 9:33 pm
Forum: 3D/2D models
Topic: Magicka .XNB model files.
Replies: 16
Views: 4067

Re: Magicka .XNB model files.

Learn how to use hex2obj (press 'tut' button for reading).

Use description here
shakotay2 wrote: Mon Jun 15, 2020 9:45 pm
to get the counts.

(face index count = face count * 3, btw)
by shakotay2
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...
by shakotay2
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? :D
.
uniform.png
by shakotay2
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.