Search found 3464 matches

by shakotay2
Tue Jun 27, 2017 1:41 pm
Forum: Tutorials
Topic: Extracting simple models
Replies: 447
Views: 219098

Re: Extracting simple models

Hi, I don't draw lines. hex2obj just sends the test_uv.obj to the mesh_viewer.exe which displays the uv map. uv data in test_uv.obj as faked vertices: v tu1 tv1 0 v tu2 tv2 0 v tu3 tv3 0 f 1 2 3 The important thing is the face indices which you don't take care of when just connecting one uv point to...
by shakotay2
Thu Jun 22, 2017 7:43 pm
Forum: 3D/2D models
Topic: Perfect World Building Models (.MOX)
Replies: 8
Views: 1955

Re: Perfect World Building Models (.MOX)

found a small mesh but faces are unsure, tried toggling backface culling in Noesis, but the result is not really good:
d6b-mox.jpg
but this may serve as a starting point.

There's some convex hull data sections (maybe collision mesh?)
by shakotay2
Thu Jun 22, 2017 4:57 am
Forum: Tutorials
Topic: Extracting simple models
Replies: 447
Views: 219098

Re: Extracting simple models

Jamal al dambali wrote:And how did you find the point clouds?
it's a combination of trial and error and experience
And one more question, does this file have a submesh?
yes; I usually search for one submesh only and leave the rest of the work to the customers :D
by shakotay2
Wed Jun 21, 2017 8:16 pm
Forum: 3D/2D models
Topic: Spider-Man: Edge of Time (PS3) .Pkz
Replies: 10
Views: 2807

Re: Spider-Man: Edge of Time (PS3) .Pkz

(upps, wrong thread, sry)
by shakotay2
Sun Jun 18, 2017 9:21 pm
Forum: 3D/2D models
Topic: Gran Turismo 6 Models
Replies: 243
Views: 87289

Re: Gran Turismo 6 Models

oldman wrote:I'm looking for the GTTool

I searched this forum and found only
Hello,
viewtopic.php?f=16&t=11783&p=97169&hilit=gttool#p97169
The exe is in the bin\Release folder.
(If it doesn't run on your system you're required to compile the source.)
by shakotay2
Sun Jun 18, 2017 8:53 pm
Forum: 3D/2D models
Topic: The Getaway (ps2) models
Replies: 27
Views: 5046

Re: The Getaway (ps2) models

dunno which face indices you used in the end but seems you're on a good way:
2B1E-por 0x32064.jpg
(as a deja vue only: https://forum.xentax.com/viewtopic.php? ... ds#p103400)

edit: upps, well, see I'm growing too old, you've posted that picture already... :cry:
by shakotay2
Sat Jun 17, 2017 9:17 pm
Forum: Game Archive
Topic: deleted
Replies: 3
Views: 895

Re: Packing an .ipk file

I don't have the time for making video tuts, sry. Try to repack un changed files. It should result in an archive that's identical to the original. (for checking use fc /b newlyPacked.ipk original.ipk in windows console or any hexeditor which allows file comparison) If there's a difference the unpack...
by shakotay2
Sat Jun 17, 2017 4:53 pm
Forum: 3D/2D models
Topic: ©v·Ú4%¦×Qã.¶Y$¢¾Ý˜Iÿiõ«RÇO—Zõ9Ÿ5ž¿U¥Ò壄hµ¿Ãžº@KÞY×sÍ\Åýó
Replies: 1
Views: 801

Re: [Request] Midnight Club 2 Tokyo Map

You didn't tell where the "proper co-ordinates" of the Unique objects to be found. Anyways, since you seem to know how to place them, after a glance at t_ginza.hood : there's t_ginza_rd_48_x , unique_component 0, it's the owner of instance_component 1253 for example (and 4 other instances) I assume,...
by shakotay2
Sat Jun 17, 2017 4:46 pm
Forum: Tutorials
Topic: Extracting simple models
Replies: 447
Views: 219098

Re: Extracting simple models

you could easily find out this for yourself.
look for point clouds, then look for face indices, it's DWORD here:
01385037-dat.jpg
by shakotay2
Fri Jun 16, 2017 9:41 am
Forum: 3D/2D models
Topic: Ninja Ripper - Ripping with holes
Replies: 4
Views: 2003

Re: Ninja Ripper - Ripping with holes

Guess he just changed the parameters, something like this:
viewtopic.php?f=33&t=15854&p=127514&hil ... ip#p127514
by shakotay2
Thu Jun 15, 2017 2:38 pm
Forum: Game Archive
Topic: deleted
Replies: 3
Views: 895

Re: Packing an .ipk file

If the size of the textures will remain unchanged you can try using the reimport feature of quickbms.
It uses the unpacking script for repacking.
Read the
3) Reimporting the extracted files
section in quickbms.txt.
by shakotay2
Thu Jun 15, 2017 1:53 pm
Forum: 3D/2D models
Topic: WWE Raw 2 (Xbox) .fml files
Replies: 9
Views: 2588

Re: WWE Raw 2 (Xbox) .fml files

hi eri619

For the Noesis script here: there's no simple solution. You'll need to dig into the format to find the submesh borders.
You could manually add grouping lines to the obj file such like this one:
g SM_x
X0005.jpg
Maybe some sorting of face indices could improve the result.
by shakotay2
Mon Jun 12, 2017 8:56 pm
Forum: 3D/2D models
Topic: The Getaway (ps2) models
Replies: 27
Views: 5046

Re: The Getaway (ps2) models

I'd guess for quads but autocreation of face indices might be the wrong idea:
02c38-por.jpg
In fact there's a good chance that they use byte indices (0..255) since the model might be split up into 105 submeshes (but not sure).
by shakotay2
Sun Jun 11, 2017 2:10 pm
Forum: Game Archive
Topic: Deleted
Replies: 13
Views: 2260

Re: Just Dance 2017 PC (.ipk)

not to sound sophisticated but for me it looks as if the script in the opening post only needed some swapping such like this: if DUMMY1 == 2 get DUMMY long get DUMMY long endif get NAMESZ long getdstring NAME NAMESZ get PATHSZ long getdstring PATH PATHSZ because the filename ("NAME") appears first i...
by shakotay2
Sun Jun 11, 2017 7:18 am
Forum: Game Archive
Topic: Deleted
Replies: 13
Views: 2260

Re: Just Dance 2017 PC (.ipk)

.ipk sample required