point cloud of uvs looks ok; problem with faces - despite preceding DW counter being skipped
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- Mon Aug 26, 2019 1:10 pm
- Forum: 3D/2D models
- Topic: [Help] GTArcade models?
- Replies: 58
- Views: 11521
- Sat Aug 24, 2019 9:22 am
- Forum: 3D/2D models
- Topic: LittleBigPlanet .mol hex2obj
- Replies: 50
- Views: 8415
Re: LittleBigPlanet .mol hex2obj
0x4150 650
Vb1
16 99
0x248 287
121010
0x2654 24
Vb1
16 99
0x248 287
121010
0x2654 24
- Tue Aug 20, 2019 3:49 pm
- Forum: 3D/2D models
- Topic: FFXIV:ARR - Models & Animations
- Replies: 27
- Views: 16679
Re: FFXIV:ARR - Models & Animations
dunno. All I know is the sample Keezie provided was loadable with Havok tools.
- Tue Aug 20, 2019 11:37 am
- Forum: 3D/2D models
- Topic: FFXIV:ARR - Models & Animations
- Replies: 27
- Views: 16679
Re: FFXIV:ARR - Models & Animations
updates for what? Havok?
This thread is dead (since 3.5 years!) for good reasons.
You might inspect the Havok project by PredatorCZ:
viewtopic.php?f=16&t=19691
This thread is dead (since 3.5 years!) for good reasons.
You might inspect the Havok project by PredatorCZ:
viewtopic.php?f=16&t=19691
- Tue Aug 20, 2019 10:55 am
- Forum: 3D/2D models
- Topic: [REQ] Chinese Paladin 5 bone and animation
- Replies: 2
- Views: 846
Re: [REQ] Chinese Paladin 5 bone and animation
I also put the viewer in each folder, for checking the model(.dff) and the animation(.anm) Where is that viewer from? Virustotal (Jiangmin scanner) detects Adware Startsurf athg in it. . Pal4_role.exe adware.jpg I know finale00 had already made a script for this old game, but he didn't add bones. Y...
- Mon Aug 19, 2019 12:55 pm
- Forum: 3D/2D models
- Topic: Frogger The Great Quest 3D Model Format
- Replies: 19
- Views: 4430
Re: Frogger The Great Quest 3D Model Format
yeah, great! (I was sure the FVFsize to be 136
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- Mon Aug 19, 2019 9:20 am
- Forum: 3D/2D models
- Topic: Frogger The Great Quest 3D Model Format
- Replies: 19
- Views: 4430
Re: Frogger The Great Quest 3D Model Format
once you have the FVFsize you can get a decent point cloud but I don't have a clue about the face indices (FIs), might be quads?
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- Sun Aug 18, 2019 8:43 pm
- Forum: 3D/2D models
- Topic: Zelda Ocarina of Time 3D - .csab files that are unreadable with N3dsCmb viewer
- Replies: 4
- Views: 1358
Re: Zelda Ocarina of Time 3D - .csab files that are unreadable with N3dsCmb viewer
These .csab files cannot be loaded with any version of N3dsCmb viewer. Is there any .zar file with .csab included which CAN be loaded by N3dsCmb viewer with anim played? btw: I got rid of the exception occuring on selecting a .csab anim but the horse still doesn't move. (Playing doesn't seem to be ...
- Sun Aug 18, 2019 8:06 am
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294215
Re: Extracting simple models
Hello. UVpos is 20, use HF_UV (half floats).
- Sat Aug 17, 2019 6:53 am
- Forum: 3D/2D models
- Topic: Namco's Nucc Collision Model
- Replies: 4
- Views: 1020
Re: Namco's Nucc Collision Model
These triangles are basically just 1/2/3, 4/5/6 and so on? In principle: yes. # autocreated linear face indices (wavefront obj notation) f 1/1 2/2 3/3 f 4/4 5/5 6/6 f 7/7 8/8 9/9 ... but this includes texture faces (for "standard" meshes). Since it's a collision mesh here f 1 2 3 f 4 5 6 ...
- Fri Aug 16, 2019 10:50 pm
- Forum: 3D/2D models
- Topic: Namco's Nucc Collision Model
- Replies: 4
- Views: 1020
Re: Namco's Nucc Collision Model
I have a file that controls the collision on a stage, but the weird thing is that it only contains vertex data. No faces at all. I assume it must be some kind of triangle strips, but I haven't been able to figure it out. I tried auto created "standard" triangles, no strips, and worked: . ...
- Fri Aug 16, 2019 8:00 pm
- Forum: 3D/2D models
- Topic: [REQ] Heroes & Generals Tools?
- Replies: 5
- Views: 1311
Re: [REQ] Heroes & Generals Tools?
ALIEN31ITA wrote: ↑Fri Aug 16, 2019 5:32 pmBut wait for get the Dat files i have to use wich kind of script?
(2 years later...
- Thu Aug 15, 2019 12:01 pm
- Forum: 3D/2D models
- Topic: Rise of Berk/Jurassic World BMS script
- Replies: 13
- Views: 2859
Re: Rise of Berk/Jurassic World BMS script
fmt_pvrtc_pvr.py (Noesis) fails in def parseV3(self):
because self.fmt == 6 is unhandled so far.
because self.fmt == 6 is unhandled so far.
- Wed Aug 14, 2019 11:53 am
- Forum: 3D/2D models
- Topic: Rise of Berk/Jurassic World BMS script
- Replies: 13
- Views: 2859
Re: Rise of Berk/Jurassic World BMS script
but the addresses I've tried lead to really warped faces that only show up on one side of the model. As I wrote: the format is pretty simply - you won't find easier ones: . 00000183-dat.png (For the one "sided thingie": import the obj to blender and invert normals or try out backface cull...
- Tue Aug 13, 2019 4:24 pm
- Forum: 3D/2D models
- Topic: Help with extracting Compile Heart PC Game's Live2D/MotionPortrait models
- Replies: 3
- Views: 1510
Re: Help with extracting Compile Heart PC Game's Live2D/MotionPortrait models
Does this mean the model is corrupted or something? I wouldn't know why. That's what you get using "floats" and an FVFsize of 16 chosen. (View links in my sig to understand what FVFsize means.) Signature "ITOM" at start of the mpb file might be the abbreviation for "MOTION&...
