Search found 4134 matches

by shakotay2
Wed Jul 03, 2019 8:17 am
Forum: Game Archive
Topic: Toy Story Drop Assets.Google.dll archive
Replies: 7
Views: 1862

Re: Toy Story Drop Assets.Google.dll archive

Using offzip reveals this for example:
.
03BonniesRoom.Win-dds.jpg
(Use forum search for offzip and how to use it.)
by shakotay2
Wed Jul 03, 2019 8:09 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

Someone at models-resource managed to extract two models and I’m wondering if they had knowledge of h2o or if they had some other method up their sleeve. The format is simple. So it's not a matter of hex2obj - basic scripting or coding skills (Max script, blender/Noesis python script or C- coding) ...
by shakotay2
Sun Jun 30, 2019 5:47 pm
Forum: Game Archive
Topic: World racing 2(pc version) - extract 3d map and textures
Replies: 17
Views: 3790

Re: World racing 2(pc version) - extract 3d map and textures

toab776 wrote: Sun Jun 30, 2019 1:50 pm... in short to extract the material names and position and size from the qad or vtx file.
I have no idea and time to check for it.
And also. What exactly is this testUV.obj? What is it used for?
It's just a helper file for displaying uvs - you can ignore it.
by shakotay2
Sun Jun 30, 2019 10:26 am
Forum: Game Archive
Topic: World racing 2(pc version) - extract 3d map and textures
Replies: 17
Views: 3790

Re: World racing 2(pc version) - extract 3d map and textures

It means that you have to replace the 99 in the screenshot in my previous post by 16. After i do this can i extract the mesh with materials assigned now? You can extract the mesh with uvs using File/SaveAs mesh in hex2obj . Google how to create materials/.mtl files for blender then you can simply i...
by shakotay2
Sat Jun 29, 2019 4:59 pm
Forum: Game Archive
Topic: World racing 2(pc version) - extract 3d map and textures
Replies: 17
Views: 3790

Re: World racing 2(pc version) - extract 3d map and textures

It means that you have to replace the 99 in the screenshot in my previous post by 16.
by shakotay2
Fri Jun 28, 2019 2:25 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

seems they do have a meaning:
.
00000028e-dat.png
by shakotay2
Thu Jun 27, 2019 9:24 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

problem: Rise of Berk dhr doesn't follow the "size dummy zero rule": . dhr-not-zero.png (Maybe insert 4 more "get dummy long" lines?) Hey guys and dolls, seems sometimes I have some fit of being a trial 'n error genius (sadly for milli seconds only) :eek: Try this: for i = 0 < 2 ...
by shakotay2
Wed Jun 26, 2019 12:43 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

Thx. Simplest way to adapt the script would be to have dab, dsb and dhr files from Jurassic World.
With some debug (print) lines in the script u could see how it works and then try to understand why it doesn't for Rise of Berk.

(btw: the smaller the files in question the easier it could be)
by shakotay2
Wed Jun 26, 2019 7:18 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

Rise of Berk is made by Ludia (same company that did jurassic world and TMMT Legends) and the dab files have the same LPKG header, but quickbms throws up errors and quits when I try to use the script to extract Rise of Berk's dab files. what's the error? - error in src\file.c line 465: fdnum_open()...
by shakotay2
Tue Jun 25, 2019 1:56 pm
Forum: 3D/2D models
Topic: converting a cskn/cmdl file to a readable 3d format.
Replies: 9
Views: 1646

Re: converting a cskn/cmdl file to a readable 3d format.

They are probably using EDGE compressed face indices. I know you would have spotted them otherwise :D I think chrrox made a Noesis script for this game, but I am not sure. Ah, yeah, that damned edge compression, didn't expect it in a cmdl file. rapi.decompressEdgeIndices (edgeData, indexCount) Sadl...
by shakotay2
Tue Jun 25, 2019 10:45 am
Forum: 3D/2D models
Topic: converting a cskn/cmdl file to a readable 3d format.
Replies: 9
Views: 1646

Re: converting a cskn/cmdl file to a readable 3d format.

how would I be able to do it? if you can explain it, then I might be able to do it on my own. If I can do it, I want to. Is there a program that I can do this with? The program is hex2obj (view link in my sig). If I knew how to get the face indices here I'd have told it. I'm too busy too care for t...
by shakotay2
Tue Jun 25, 2019 8:47 am
Forum: 3D/2D models
Topic: converting a cskn/cmdl file to a readable 3d format.
Replies: 9
Views: 1646

Re: converting a cskn/cmdl file to a readable 3d format.

well that's a piece of a cake but I don't have the time to search for the face indices (autogenerated ones don't look very well):
.
cake-point-cloud.png
by shakotay2
Mon Jun 24, 2019 9:35 pm
Forum: 3D/2D models
Topic: Dead or Alive Xtreme 3 Venus (.tmc)
Replies: 4
Views: 1646

Re: Dead or Alive Xtreme 3 Venus (.tmc)

most funny FVFsize of 27:
KAS_KAS_FR_00_A_TMCM.tmcm.png
by shakotay2
Mon Jun 24, 2019 2:18 pm
Forum: 3D/2D models
Topic: converting a cskn/cmdl file to a readable 3d format.
Replies: 9
Views: 1646

Re: converting a cskn/cmdl file to a readable 3d format.

kuriatsu wrote: Mon Jun 24, 2019 12:24 pmedit: my apologies, do I need to give a file sample for this?
Yes.
by shakotay2
Sat Jun 22, 2019 8:15 pm
Forum: Game Archive
Topic: World racing 2(pc version) - extract 3d map and textures
Replies: 17
Views: 3790

Re: World racing 2(pc version) - extract 3d map and textures

face indices are in CT_Autobahn.idx they are like such (you need some trick to get the output from hex2obj ): f 1 2 3 f 1 3 4 f 5 6 7 f 5 7 8 ... (Maximum face index was 62415 for the first submesh, iirc. FIs' count was 162415.) ------------------------- 2nd submesh: . CT_Autobahn_part2.png You need...