Simple enough, using hex2obj (view link in my sig):
.
Poll & Discussion: We wish the site to continue (Y/N)
Search found 4134 matches
- Wed Jun 17, 2020 10:29 am
- Forum: 3D/2D models
- Topic: HOW I CAN OPEN
- Replies: 23
- Views: 3537
- Tue Jun 16, 2020 3:00 pm
- Forum: 3D/2D models
- Topic: Saving skeleton without mesh from UE4 game
- Replies: 1
- Views: 475
Re: Saving skeleton without mesh from UE4 game
Assumed you've got the bones' hierarchy/parenting IDs already SMD format is a good choice, imho. But you need to do a Quaternion2Euler transform of the rotation values for such.
- Mon Jun 15, 2020 9:45 pm
- Forum: 3D/2D models
- Topic: Magicka .XNB model files.
- Replies: 16
- Views: 4067
Re: Magicka .XNB model files.
The mesh format appears to be simple, maybe search for 'default' to find the counts (must be verified with more than one model, though):
.
.
- Sun Jun 14, 2020 6:50 am
- Forum: 3D/2D models
- Topic: Phantomers *.skinnedMesh *animLibrary
- Replies: 5
- Views: 1068
Re: Phantomers *.skinnedMesh *animLibrary
I don't have the time to write general scripts, sorry. Here's a specific one that loads one submesh from blackcat_mill_1st.skinnedMesh only. DOESN'T load other skinnedMesh files. (You'll need to change these 3 lines for such: bs.seek(0xAA6, NOESEEK_ABS) , bs.seek(0xB957, NOESEEK_ABS) and bs.seek(0xD...
- Fri Jun 12, 2020 6:25 am
- Forum: 3D/2D models
- Topic: Phantomers *.skinnedMesh *animLibrary
- Replies: 5
- Views: 1068
Re: Phantomers *.skinnedMesh *animLibrary
Using hex2obj (view link in my sig):
.
.
- Tue Jun 09, 2020 10:50 pm
- Forum: 3D/2D models
- Topic: RSCF Model Format Help
- Replies: 9
- Views: 1352
Re: RSCF Model Format Help
I believe that in position 0xAD there is the number of bytes that must be skipped to find the beginning of the vertices, but I don't know how to deal with it. Maybe. But you can't judge from one file, can you? (I've the strong feeling that searching for the pattern 000000000100000000000000 may help...
- Tue Jun 09, 2020 8:17 pm
- Forum: 3D/2D models
- Topic: Heroes of Might & Magic PS2 Model extraction or view
- Replies: 6
- Views: 1456
Re: Heroes of Might & Magic PS2 Model extraction or view
This is what I get from model_Giants.b using hex2obj. From your pm I could see that you had already a partly solution.
The correct proceeding in my opinion would have been to show this before instead of letting people fool themselves.
I'm off now, cheers.
The correct proceeding in my opinion would have been to show this before instead of letting people fool themselves.
I'm off now, cheers.
- Tue Jun 09, 2020 8:27 am
- Forum: 3D/2D models
- Topic: Magicka .XNB model files.
- Replies: 16
- Views: 4067
Re: Magicka .XNB model files.
because they are compressed. Search for xnb.bms to decompress them. Won't help you either because ParseXNB doesn't have a reader for this: 'ColladaAnimation.SkinningDataReader'. :cry: Concerning the mesh as almost always hex2obj is your friend in case you invest some time: . fairy_body.png Copy the ...
- Mon Jun 08, 2020 7:35 pm
- Forum: 3D/2D models
- Topic: Heroes of Might & Magic PS2 Model extraction or view
- Replies: 6
- Views: 1456
Re: Heroes of Might & Magic PS2 Model extraction or view
Hello,shaunanthonywheeldon wrote: ↑Mon Jun 08, 2020 3:18 pm Hello, I need the creation of a Script either for Noesis or 3DS Max or even Blender that can extract the models from files
well, we all need things that we don't get, do we?
It's not easy to get "behind" the idea of handling the face indices:
.
- Mon Jun 08, 2020 8:45 am
- Forum: 3D/2D models
- Topic: Frogger's Adventures Model (RENDERWARE)
- Replies: 5
- Views: 1032
Re: Frogger's Adventures Model (RENDERWARE)
I thought you were the one who's coding Frogger-tools?
. (first submesh only)
. (first submesh only)
- Mon Jun 08, 2020 6:55 am
- Forum: 3D/2D models
- Topic: Blender on .bin
- Replies: 5
- Views: 3085
Re: Blender on .bin
Some fiddeling required to get the start (and end) addresses of the submeshes (using hex2obj, view link in my sig):
.
.
- Sat Jun 06, 2020 1:19 pm
- Forum: Game Archive
- Topic: .Jam KND Operation Video Game
- Replies: 1
- Views: 693
Re: .Jam KND Operation Video Game
There's skeleton (and maybe keyframe anim) data in the vtoilet.jam.
- Fri Jun 05, 2020 10:10 pm
- Forum: 3D/2D models
- Topic: RSCF Model Format Help
- Replies: 9
- Views: 1352
Re: RSCF Model Format Help
Usually I don't care for pistols (: - but as a general remark: 3D mesh files may consist of submeshes with separate location offsets. These are not handled by hex2obj . You need to do a deeper file research for getting them, if any. As a workaround you can do it manually in this case: after File/Sav...
- Fri Jun 05, 2020 7:43 pm
- Forum: 3D/2D models
- Topic: RSCF Model Format Help
- Replies: 9
- Views: 1352
Re: RSCF Model Format Help
how you got the correct vert offset, or was it trial and error More experience than T&E :D Once you know how to recognize F0 0F AC BC or 00 00 80 3F as (IEEE 754) floats things are growing easier. Also how did you get that as the face count too? It's not the "face count" it's the face...
- Fri Jun 05, 2020 10:51 am
- Forum: 3D/2D models
- Topic: RSCF Model Format Help
- Replies: 9
- Views: 1352
Re: RSCF Model Format Help
A, well, simple enough
, the model itself uses floats while uvs are half floats.
(create an empty .txt file, copy below 6 lines into it and save as whatever.H2O)
0x3E445 6603
Vb1
64 56
0x105 3981
021100
0x0 255
(another uv pos (half floats): 52. At 0x129 and 0x131 normals and tangents? start.)
(create an empty .txt file, copy below 6 lines into it and save as whatever.H2O)
0x3E445 6603
Vb1
64 56
0x105 3981
021100
0x0 255
(another uv pos (half floats): 52. At 0x129 and 0x131 normals and tangents? start.)
