Using offzip reveals this for example:
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(Use forum search for offzip and how to use it.)
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Search found 4134 matches
- Wed Jul 03, 2019 8:17 am
- Forum: Game Archive
- Topic: Toy Story Drop Assets.Google.dll archive
- Replies: 7
- Views: 1862
- 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) ...
- 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
- 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...
- 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.
- 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:
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- 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 ...
- 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)
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)
- 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()...
- 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...
- 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...
- 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):
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- 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:
- 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
- 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...
