Search found 3464 matches
- 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...
- 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:
but this may serve as a starting point.
There's some convex hull data sections (maybe collision mesh?)
There's some convex hull data sections (maybe collision mesh?)
- Thu Jun 22, 2017 4:57 am
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 447
- Views: 219098
Re: Extracting simple models
it's a combination of trial and error and experienceJamal al dambali wrote:And how did you find the point clouds?
yes; I usually search for one submesh only and leave the rest of the work to the customersAnd one more question, does this file have a submesh?
- 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)
- 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
Hello,oldman wrote:I'm looking for the GTTool
I searched this forum and found only
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.)
- 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:
(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...
edit: upps, well, see I'm growing too old, you've posted that picture already...
- 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...
- 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,...
- 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:
look for point clouds, then look for face indices, it's DWORD here:
- 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
viewtopic.php?f=33&t=15854&p=127514&hil ... ip#p127514
- 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.
It uses the unpacking script for repacking.
Read the
3) Reimporting the extracted files
section in quickbms.txt.
- 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
Maybe some sorting of face indices could improve the result.
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
Maybe some sorting of face indices could improve the result.
- 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:
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).
- 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...
- 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
