Search found 3464 matches

by shakotay2
Mon Feb 12, 2018 6:11 pm
Forum: 3D/2D models
Topic: KND OP V.I.D.E.O.G.A.M.E. .ROT Format
Replies: 2
Views: 653

Re: KND OP V.I.D.E.O.G.A.M.E. .ROT Format

the .rot file contains rotation and transition data of the skeleton only: RotTransCoordSys[34] LocalDrawingTransform[34] CoordSys { RotTransCoordSys "rootR" { Position -0.005029 -6.339650 70.022797 Orientation 0.000000 0.000000 0.707106 0.707107 LocalDrawingTransform 1.000000 0.000000 0.000000 0.000...
by shakotay2
Mon Feb 12, 2018 6:01 pm
Forum: 3D/2D models
Topic: Neverwinter (MMO)
Replies: 3
Views: 1157

Re: Neverwinter (MMO)

https://github.com/PlumberTaskForce/MSET-Decompiler

you'll need Visual Studio (express) to compile this C# project.
(I'd suggest VS 2017; can't try it atm.)
by shakotay2
Sun Jan 28, 2018 3:15 pm
Forum: 3D/2D models
Topic: Harry Potter: Hogwarts Mystery .c3b
Replies: 9
Views: 3570

Re: Harry Potter: Hogwarts Mystery .c3b

checked for first submesh only:
c_Dumbledor_skin.jpg
by shakotay2
Fri Jan 19, 2018 5:29 pm
Forum: 3D/2D models
Topic: ChromeHounds MDL4 and SMD4 Formats
Replies: 5
Views: 999

Re: ChromeHounds MDL4 and SMD4 Formats

supposed you're talking about LG_TL062_L01.smd ? One thing I noticed is that I can't seem to get the lower textbox under FVFsize to be disabled and locked at 0. Should be resolved by switching back and forth with the 'VB' button. And I can only get the mesh viewer to display if I change "noPtC". Any...
by shakotay2
Thu Jan 18, 2018 4:11 pm
Forum: 3D/2D models
Topic: Order & Chaos 2: Redemption terrains
Replies: 4
Views: 1158

Re: Order & Chaos 2: Redemption terrains

Texture itself is s PVR image, external file. ok, then, I didn't get this - I thought, the textures were included in the trn file. When you're talking about "sections" it's unclear whether it's related to the texture files or the trn files. Your question was how the textures are mapped to the terra...
by shakotay2
Thu Jan 18, 2018 12:26 pm
Forum: 3D/2D models
Topic: Order & Chaos 2: Redemption terrains
Replies: 4
Views: 1158

Re: Order & Chaos 2: Redemption terrains

I'd suggest to check some trn files in irfanview for example (load as raw file):
trn.jpg
Thus you might get more insight how this works.

(guess, the texture format uses some compression)
by shakotay2
Thu Jan 18, 2018 11:31 am
Forum: 3D/2D models
Topic: ChromeHounds MDL4 and SMD4 Formats
Replies: 5
Views: 999

Re: ChromeHounds MDL4 and SMD4 Formats

ChromeHounds has a bunch of archive files of the format BND - sleet01 and MrAdults were able to make a script that extract these in this thread . yeah, 7 years old thread - welcome to the "Riders of death horses" - club! :D and SMD4 not related to Source Engine? not sure; SMD from Valve is an ASCII...
by shakotay2
Wed Jan 17, 2018 12:55 am
Forum: 3D/2D models
Topic: .asr Difficulties
Replies: 6
Views: 1222

Re: .asr Difficulties

maybe you're just searching for things (apps) that don't exist or never will come true?

It's always your own efforts that lead you to somewhere, or a point cloud at least:
charredSkel_pointCloud.jpg
by shakotay2
Sun Jan 14, 2018 6:04 pm
Forum: 3D/2D models
Topic: Help with UVs
Replies: 6
Views: 1166

Re: Help with UVs

I temporary inserted the (if (uvpos>0.5) condition) into the code to get the right part of the image.) Oh i see, so I cant rebuild it! Then I need to find a way to build an .obj for that somehow. Any idea how I could achieve that? In hex2obj switch to ShortAll, then File / SaveAs mesh Load the crea...
by shakotay2
Sun Jan 14, 2018 4:46 pm
Forum: 3D/2D models
Topic: Help with UVs
Replies: 6
Views: 1166

Re: Help with UVs

However, i can not rebuild das, with your tool. with hex2obj you get the left part of the image in my previous post when pressing the 'uvs' button. (I temporary inserted the (if (uvpos>0.5) condition) into the code to get the right part of the image.) Also: How did you find out to subtract 1.0 for ...
by shakotay2
Sun Jan 14, 2018 12:12 pm
Forum: 3D/2D models
Topic: Noesis Python Plugin Help(.npak files)
Replies: 3
Views: 1730

Re: Noesis Python Plugin Help(.npak files)

Charles01 wrote:I had no idea what to do at the vertex step.
before creating scripts I'd suggest to get some understanding of the npki model's 3D format:
char_071-npki.jpg
(using hex2obj, view link in my sig)
by shakotay2
Sun Jan 14, 2018 11:48 am
Forum: 3D/2D models
Topic: Help with UVs
Replies: 6
Views: 1166

Re: Help with UVs

this looks like uvs; not sure how to unscramble them atm:
messer_uvs.jpg
(well - done; had to subtract 1.0 from every uv value > 0.5)
by shakotay2
Sun Dec 24, 2017 10:26 am
Forum: 3D/2D models
Topic: Initial D Extreme Stage [PS3]
Replies: 33
Views: 14917

Re: Initial D Extreme Stage [PS3]

I was not able to find the offset at the beginning of the file to these blocks, I can not understand where they can be in * .efo ((( you don't need to; just search for 1A 27 04 00 as a signature in the efo file, add 10 bytes to the offset you'll find. Should result in the start of face block size; ...
by shakotay2
Fri Dec 22, 2017 7:42 pm
Forum: 3D/2D models
Topic: Rayman Raving Rabbids .mesh
Replies: 22
Views: 4146

Re: Rayman Raving Rabbids .mesh

guess bumpers will lead to nothing :) I erased the superfluous faces: sunGlasses.jpg then saved in somewhat format to compare which face indices were the wrong ones. But blender's obj export mixes everything up, no chance to do a simple comparison. I remember having created a "render to vertex" expo...
by shakotay2
Fri Dec 22, 2017 12:24 pm
Forum: Tutorials
Topic: Extracting simple models
Replies: 447
Views: 219098

Re: Extracting simple models

well, just another format that doesn't make sense to me; there's a good chance that it's animation data. For the face indices, seems you got the wrong ones. i'd try the ones from 0x2B58 to 0x3AA0 size of block: 0xF48 -> 3912/2= 1956 face indices count resulting in an assumed vertex count of 421. The...