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- Wed Dec 04, 2019 5:24 pm
- Forum: Graphic file formats
- Topic: Worms Armageddon SPR file (DC)
- Replies: 7
- Views: 1912
- Wed Dec 04, 2019 9:36 am
- Forum: Graphic file formats
- Topic: Worms Armageddon SPR file (DC)
- Replies: 7
- Views: 1912
- 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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- 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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- 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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- 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 ...
- 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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- 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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(ignore the grey rectangled data, just marked identical blocks)
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- 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...
- 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:
. 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
. 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
- 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 ...
- 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...
- 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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You're better of to search for some point clouds at first.
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- 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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(I always knew something went wrong with my skin to obj conversion - see my previous post)
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- 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
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I've updated the Make_obj project to handle .skin now (hero10b_01.skin and leizhenzi03.skin tested only):
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I've updated the Make_obj project to handle .skin now (hero10b_01.skin and leizhenzi03.skin tested only):
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