Search found 4134 matches

by shakotay2
Fri Feb 21, 2020 11:22 pm
Forum: 3D/2D models
Topic: [REL] Disney INFINITY Model Extractor
Replies: 73
Views: 36255

Re: [REL] Disney INFINITY Model Extractor

Diego6mick wrote: Fri Feb 21, 2020 10:42 pmAnd i tryed use HextoObj, but is very hard :(
Some people say so, yes.

But the vBuf/iBuf thingie is very simple, afair. Upload tbx_classicmickey_0.vbuf and tbx_classicmickey_0.ibuf, then I can show how to solve this.
by shakotay2
Fri Feb 21, 2020 6:51 pm
Forum: 3D/2D models
Topic: One Punch Man A Hero Nobody Knows
Replies: 27
Views: 9234

Re: One Punch Man A Hero Nobody Knows

This is the 2nd model I tested: . chr0000_model.png There's 52 valid obj files and about 39 *.obj x files (plus 10 with zero bytes each) created when using hex2obj 's multi mesh feature on the resulting H2Os (from Make_obj_OnePunchMan.exe , see zip in post above). *.objx means, hex2obj tried an auto...
by shakotay2
Fri Feb 21, 2020 6:44 pm
Forum: 3D/2D models
Topic: One Punch Man A Hero Nobody Knows
Replies: 27
Views: 9234

Re: One Punch Man A Hero Nobody Knows

Patch done! (OnePBB -> OnePunchMan... files) This was rather simple so there's a high chance that it will not cover all model files.
(In fact I tested two of them only. (: )
.
Make_obj-OnePunchMan.zip
by shakotay2
Fri Feb 21, 2020 1:02 pm
Forum: 3D/2D models
Topic: Backyard Wrestling - Level Ripping
Replies: 21
Views: 3291

Re: Backyard Wrestling - Level Ripping

So is there two ways of storing coordinates and Rotation data for objects in the level files? Why do you think so? I dunno, I somehow lost the focus on the problem after 4 weeks - there's hundreds of 15 minutes jobs I do (well, to be honest, this one was a two hours job plus a hard week of research...
by shakotay2
Fri Feb 21, 2020 11:25 am
Forum: Tutorials
Topic: Extracting simple models
Replies: 493
Views: 294215

Re: Extracting simple models

Well...I'm stumped. I can't seem to get the values you posted. sorry, I used the box.all file with big endian. This is what I'm looking at. I see. Could be a matter of using another tri strips algorithm for automatic creation of face indices. Current solution is this (f a b c, f b c+1 c): # autocre...
by shakotay2
Fri Feb 21, 2020 10:42 am
Forum: 3D/2D models
Topic: One Punch Man A Hero Nobody Knows
Replies: 27
Views: 9234

Re: One Punch Man A Hero Nobody Knows

reh wrote: Fri Feb 21, 2020 7:14 ambut it will not work with these files, because the .npk file, where the model information is, should probably store the information differently.
yeah, would need some patching.
.
acc0000_model_00.dat.npki.png
by shakotay2
Thu Feb 20, 2020 6:35 pm
Forum: 3D/2D models
Topic: Battlestrike der Widerstand (3DA)
Replies: 2
Views: 580

Re: Battlestrike der Widerstand (3DA)

Using hex2obj (view link in my sig):
.
tiger-3DA.png
by shakotay2
Thu Feb 20, 2020 11:25 am
Forum: Tutorials
Topic: Extracting simple models
Replies: 493
Views: 294215

Re: Extracting simple models

I don't even see a cylinder. :D What I get is this: # 0x4a: verts= 24 v 127.000000 -66.000000 119.996094 v 66.195313 49.230469 67.585938 v 127.000000 66.996094 119.996094 v 67.195313 49.230469 67.585938 v 127.000000 66.996094 119.996094 v 67.195313 49.226563 66.585938 v 127.000000 -66.000000 119.996...
by shakotay2
Wed Feb 19, 2020 11:07 pm
Forum: 3D/2D models
Topic: [REL] Disney INFINITY Model Extractor
Replies: 73
Views: 36255

Re: [REL] Disney INFINITY Model Extractor

Where did u get the tbx_classicmickey_0.ibuf from? (It's not in the zip file you've uploaded, afaics.) Anyways, the problem seems to be the endianness, I assume. There's other ways to get the meshes from vbuf/ibuf files: using hex2obj or the blender script (Blender249[DisneyInfinity][PS3][oct][2014-...
by shakotay2
Tue Feb 18, 2020 9:57 pm
Forum: 3D/2D models
Topic: [Help] The unsolvable Rotation
Replies: 14
Views: 2871

Re: [Help] The unsolvable Rotation

And These are the parsed Animation Frames: There are 34 Bones with an animationlength of 24 Frames: BONE: (NoeBone:228,B_Pr_Bip Pelvis.gao,None,228) BONE_ID: 0 KEY_DURATION: 1 Rotation: b'6bca4f18' BONE_ID: 0 KEY_DURATION: 2 Rotation: b'633ef6be' BONE_ID: 0 KEY_DURATION: 1 Rotation: b'539e86be' BON...
by shakotay2
Mon Feb 17, 2020 5:59 pm
Forum: 3D/2D models
Topic: [PS2] Digimon World Data Squad (.pmd)
Replies: 2
Views: 673

Re: [PS2] Digimon World Data Squad (.pmd)

Some funny structures:
.
chr009-pmd.jpg
by shakotay2
Wed Feb 12, 2020 2:09 pm
Forum: 3D/2D models
Topic: [HELP] Mod model game Xin Jian 2
Replies: 11
Views: 2629

Re: [HELP] Mod model game Xin Jian 2

You'd better answer my questions than waiting for a "video tutorial" - I don't have the time for such, sorry.
by shakotay2
Wed Feb 12, 2020 1:43 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

I won't work for money here but I had a quick glance at the file:
.
model_Giants-b.png
(using auto created face indices)
by shakotay2
Wed Feb 12, 2020 1:23 pm
Forum: 3D/2D models
Topic: [HELP] Mod model game Xin Jian 2
Replies: 11
Views: 2629

Re: [HELP] Mod model game Xin Jian 2

ok, then: how did you edit the .mesh? (details, not one sentence, please :) )
by shakotay2
Wed Feb 12, 2020 10:34 am
Forum: 3D/2D models
Topic: [HELP] Mod model game Xin Jian 2
Replies: 11
Views: 2629

Re: [HELP] Mod model game Xin Jian 2

If I have finished editing the .mesh or .obj file, how can I export it back to its original format? thank you very much for your support :D What did you edit? The .mesh or an .obj? How did you edit the .mesh? In case you didn't change the vertex count there's no reason why the game shouldn't accept...