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...
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. )
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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...
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...
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.
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...
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-...
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...
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...