Search found 4134 matches

by shakotay2
Wed Dec 04, 2019 5:24 pm
Forum: Graphic file formats
Topic: Worms Armageddon SPR file (DC)
Replies: 7
Views: 1912

Re: Worms Armageddon SPR file (DC)

File/open as/raw file
use raw open parameters
width 110, height 48, header size 24
8 BPP
by shakotay2
Wed Dec 04, 2019 9:36 am
Forum: Graphic file formats
Topic: Worms Armageddon SPR file (DC)
Replies: 7
Views: 1912

Re: Worms Armageddon SPR file (DC)

domingo wrote: Tue Dec 03, 2019 11:46 pmIs that the image obtained?

The set of rows of this spr are 6 and make the French flag in motion
You see what I got with trial 'n error. You need to fiddle around with it, colour depth and so on.
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test2.png
by shakotay2
Tue Dec 03, 2019 10:48 pm
Forum: Graphic file formats
Topic: Worms Armageddon SPR file (DC)
Replies: 7
Views: 1912

Re: Worms Armageddon SPR file (DC)

(There is a Graphics subforum for such - where is the problem not to place your request there?)
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sprite.png
by shakotay2
Tue Dec 03, 2019 4:33 pm
Forum: 3D/2D models
Topic: Ripping Dead Space 1-3 models with animations and textures.
Replies: 176
Views: 57786

Re: Ripping Dead Space 1-3 models with animations and textures.

Once you know how it works (more or less) it's no so hard - but I didn't get the uv map so far. 4 MB are rather big to scan and I'm too busy with my own projects so may take a while. (Maybe you can provide a smaller .m3g sample?)
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Isaac_armor.png
by shakotay2
Tue Dec 03, 2019 11:19 am
Forum: 3D/2D models
Topic: Ripping Dead Space 1-3 models with animations and textures.
Replies: 176
Views: 57786

Re: Ripping Dead Space 1-3 models with animations and textures.

well, I was 2 bytes off with the vertex start:
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better.png
by shakotay2
Mon Dec 02, 2019 2:30 pm
Forum: 3D/2D models
Topic: Ripping Dead Space 1-3 models with animations and textures.
Replies: 176
Views: 57786

Re: Dead Space mobile model rips

Would anyone happen to know, or be able to take a look into how I could convert these? Much thanks in advance! Seems there's no way around to do it the hard way (much fiddeling around included :D ): . isaac-m3g-pointcloud.png (couldn't get the idea behind the structuring - one vertex start address ...
by shakotay2
Wed Nov 27, 2019 10:37 pm
Forum: 3D/2D models
Topic: Finding Nemo: *.gsc issue with noesis
Replies: 23
Views: 2248

Re: Finding Nemo: *.gsc issue with noesis

as you can see it looks rather nasty because you have to delete dozens of superfluous faces which I get using auto created tri stripped face indices:
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part_at_0x3816CC.png
by shakotay2
Wed Nov 27, 2019 10:03 pm
Forum: 3D/2D models
Topic: Finding Nemo: *.gsc issue with noesis
Replies: 23
Views: 2248

Re: Finding Nemo: *.gsc issue with noesis

had another look at this .gsc (because the vertices were simple floats) and then I found the missing uv data:
(ignore the grey rectangled data, just marked identical blocks)
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boat(91)3ds_gsc-uvs.jpg
by shakotay2
Wed Nov 27, 2019 2:53 pm
Forum: 3D/2D models
Topic: Finding Nemo: *.gsc issue with noesis
Replies: 23
Views: 2248

Re: Finding Nemo: *.gsc issue with noesis

well, seems you're having several problems here. First is to understand Noesis python which isn't possible without having basic coding skills. 2nd one is that you deal with a world famous PS2 script using "werevulpine, fivfiv, werefox, fafterafter, Math JumpJump = Snake" for example. Their...
by shakotay2
Tue Nov 26, 2019 4:43 pm
Forum: 3D/2D models
Topic: [PC] Tanktics
Replies: 3
Views: 1789

Re: [PC] Tanktics

100s of point clouds, hard to handle:
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tankdata_bin.png
You could use these 6 lines in an H2O file as another starting point for point clouds (FVFsize= 25) :

0x0 500
Vb1
25 99
0x62E426 5713
020400
0x0 255
by shakotay2
Sat Nov 23, 2019 8:34 pm
Forum: 3D/2D models
Topic: Mario And Sonic at the Olympic Games Tokyo 2020 Demo (.model)
Replies: 11
Views: 4388

Re: Mario And Sonic at the Olympic Games Tokyo 2020 Demo (.model)

Even just getting out one complete model is gonna suck without automation. Shouldn't be a big deal using the Make_obj project (basic knowledge of 'C' required). Once you've got the start address of face indices (FIstart) start_of_vertices = FIstart + FIcount x 2 (works for peach_M_surfing.model at ...
by shakotay2
Sat Nov 23, 2019 5:19 pm
Forum: 3D/2D models
Topic: Mario And Sonic at the Olympic Games Tokyo 2020 Demo (.model)
Replies: 11
Views: 4388

Re: Mario And Sonic at the Olympic Games Tokyo 2020 Demo (.model)

Shakotay, What was your process of finding the offset/count here? Nothing special - had a look at the file, some trial 'n error, ready (for one submesh only). There's a "FF FF FF FF FF FF FF FF FF FF FF FF" part a few bytes before the faces start, could that be used as an achor? skip 6 ze...
by shakotay2
Fri Nov 22, 2019 9:37 pm
Forum: Tutorials
Topic: Extracting simple models
Replies: 493
Views: 294215

Re: Extracting simple models

Your vertex block 32x16220 exceeds the file size. Lowering the FVFsize to 6 doesn't give a proper mesh, though.

You're better of to search for some point clouds at first.
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MG_son00_0_gpu.png
by shakotay2
Fri Nov 22, 2019 6:14 pm
Forum: 3D/2D models
Topic: 封神召唤师 - God Summoner (*.sm, *.skel, *.anim)
Replies: 16
Views: 4114

Re: 封神召唤师 - God Summoner (*.sm, *.skel, *.anim)

thanks, Mariusz!
(I always knew something went wrong with my skin to obj conversion - see my previous post)
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leizhenzi03-skin.png
by shakotay2
Thu Nov 21, 2019 5:42 pm
Forum: 3D/2D models
Topic: 封神召唤师 - God Summoner (*.sm, *.skel, *.anim)
Replies: 16
Views: 4114

Re: 封神召唤师 - God Summoner (*.sm, *.skel, *.anim)

Of course. (But I'm a blender script patcher only, not a creator :D ).

I've updated the Make_obj project to handle .skin now (hero10b_01.skin and leizhenzi03.skin tested only):
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leizhenzi03_skin.png