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Search found 4134 matches
- Fri Feb 28, 2020 12:58 pm
- Forum: 3D/2D models
- Topic: DEF JAM ICON (XBOX360/PS3) RX2 files / rpsgl
- Replies: 12
- Views: 3532
Re: DEF JAM ICON (XBOX360/PS3) RX2 files / rpsgl
In def jam package luda_mob_base.rx2 there is only 9 face parts but 11 vertex part and I don't know which parts should be read in same time for example part529_000200eb_faceindex8 and part531_000200ea_vertexindex10 matches. yeah, there's some fiddeling required - maybe there's some "rule of co...
- Thu Feb 27, 2020 3:53 pm
- Forum: 3D/2D models
- Topic: DEF JAM ICON (XBOX360/PS3) RX2 files / rpsgl
- Replies: 12
- Views: 3532
Re: DEF JAM ICON (XBOX360/PS3) RX2 files / rpsgl
dunny what you mean with "bugs" - it looks like so:
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- Thu Feb 27, 2020 2:48 pm
- Forum: 3D/2D models
- Topic: DEF JAM ICON (XBOX360/PS3) RX2 files / rpsgl
- Replies: 12
- Views: 3532
Re: DEF JAM ICON (XBOX360/PS3) RX2 files / rpsgl
For the uvs: the biggest part494 seems to need some submesh detection (other than just every 500 FIs):
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- Thu Feb 27, 2020 11:34 am
- Forum: 3D/2D models
- Topic: 3D model reversing compilation
- Replies: 70
- Views: 109491
Re: 3D model reversing compilation
I just want to work with a single format only. Is there any solution for this case? Thank you :D :D Try to use rapi.loadPairedFile() . such like this (untested!): xData = rapi.loadPairedFile("file_with_params", ".dat") data = NoeBitStream(xData) data.seek(0x08, NOESEEK_REL)# rep...
- Thu Feb 27, 2020 9:15 am
- Forum: 3D/2D models
- Topic: DEF JAM ICON (XBOX360/PS3) RX2 files / rpsgl
- Replies: 12
- Views: 3532
Re: DEF JAM ICON (XBOX360/PS3) RX2 files / rpsgl
Maybe someone know how to fix or check it in model researcher, cause beedy said quanity edges and verticles isnt correct. MR is too hard for me... :D I prefer hex2obj , result (test.obj) shown in blender . part_479_481.png Beedy is right, there's some fiddeling with the face indices but once you've...
- Wed Feb 26, 2020 6:41 pm
- Forum: 3D/2D models
- Topic: The last guardian (PS4) .Data file help?
- Replies: 26
- Views: 4731
Re: The last guardian (PS4) .Data file help?
This is where you find the vertex counts (and maybe more) in the .bod file: . condora-bod-counts.png FD 23 00 00 is a vertex count (2nd submesh) in little endian notation, so decimal: 9213 have fun btw: the 2nd E0 37 might just be a reminder (to be ignored when scanning for vertex counts?) red recta...
- Wed Feb 26, 2020 6:10 pm
- Forum: 3D/2D models
- Topic: The last guardian (PS4) .Data file help?
- Replies: 26
- Views: 4731
Re: The last guardian (PS4) .Data file help?
Thanks! How to find the start of submeshes: I used this H2O file: 0x1B7326 84916 Vb1 32 24 0x10 14094 020000 0x0 255 (which will result in showing the head and many worn faces) Looking into the test.obj file reveals these lines as a possible border between submeshes: f 13999 14001 14041 f 14002 1400...
- Wed Feb 26, 2020 5:20 pm
- Forum: 3D/2D models
- Topic: The last guardian (PS4) .Data file help?
- Replies: 26
- Views: 4731
Re: The last guardian (PS4) .Data file help?
I'll submit the combined mesh data if you'd like! Feel free to do so. Wait, one more question, how exactly would one go about to extract skeleton data? Thank you! That's not a 15 minutes job, usually: find the bone names, find/create the hierarchy (usually bone ids in a table), find the matrices. Y...
- Tue Feb 25, 2020 5:47 pm
- Forum: 3D/2D models
- Topic: The last guardian (PS4) .Data file help?
- Replies: 26
- Views: 4731
Re: The last guardian (PS4) .Data file help?
the .bod file is in fact, used as an interpreter for the .data files, which are the ones that contain model data Didn't have the time to look into the .bod file, just merged the .data files and used hex2obj on it: . birda.jpg the .elems contains face (and possibly skeleton, i'm not really sure) dat...
- Sun Feb 23, 2020 1:15 pm
- Forum: 3D/2D models
- Topic: [REL] Disney INFINITY Model Extractor
- Replies: 73
- Views: 36255
Re: [REL] Disney INFINITY Model Extractor
another try with hex2obj (had to extract "magic table" values from the .oct file for such):
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- Sun Feb 23, 2020 12:35 pm
- Forum: 3D/2D models
- Topic: LittleBigPlanet .mol hex2obj
- Replies: 50
- Views: 8415
Re: LittleBigPlanet .mol hex2obj
teeth? Looks like a skeleton file to me -> 33 "Bip01" strings contained.
ahh, see, use faked tristripped FIs:
. uvs? Dunno, block at 0x3c0 has constant and/or too big values, more or less.
ahh, see, use faked tristripped FIs:
. uvs? Dunno, block at 0x3c0 has constant and/or too big values, more or less.
- Sat Feb 22, 2020 10:15 pm
- Forum: 3D/2D models
- Topic: [REL] Disney INFINITY Model Extractor
- Replies: 73
- Views: 36255
Re: [REL] Disney INFINITY Model Extractor
yes, thanks! :) well, the truth is, seems things (vbuf/ibuf) are not as simple as I remembered from here: (in fact, I didn't remember, it was some kind of "deja vue", so I just searched for "copy /b" :D ) I got a damxxd point cloud only. So I sticked back to Mariusz' blender scri...
- Sat Feb 22, 2020 7:50 pm
- Forum: 3D/2D models
- Topic: One Punch Man A Hero Nobody Knows
- Replies: 27
- Views: 9234
- Sat Feb 22, 2020 12:34 pm
- Forum: 3D/2D models
- Topic: LittleBigPlanet .mol hex2obj
- Replies: 50
- Views: 8415
- Sat Feb 22, 2020 10:45 am
- Forum: 3D/2D models
- Topic: LittleBigPlanet .mol hex2obj
- Replies: 50
- Views: 8415
Re: LittleBigPlanet .mol hex2obj
Hey, I don't have that sackboy file (*.mol, *.dat?)sonicdude143 wrote: ↑Sat Feb 22, 2020 7:10 am Hey, I got a question does sackboy have extra UVs for to map out decals like the zipper, or stitching?
Cool!Me and my friend, are fixing the sackboy model. Which he extracted. I taught him alot of things that you taught me.
