Search found 3464 matches

by shakotay2
Mon May 01, 2017 3:33 pm
Forum: 3D/2D models
Topic: London Racer: Destruction Madness Models And Textures.
Replies: 4
Views: 1091

Re: London Racer: Destruction Madness Models And Textures.

000049dd-dat.JPG
(view fst link in my sig)

faces count probably at 0x0062 in this dat file (may be different for others).

2C 000000 = 44 -> 132 face indices
by shakotay2
Mon May 01, 2017 11:53 am
Forum: 3D/2D models
Topic: I need help with. x3d file conversion!
Replies: 4
Views: 851

Re: I need help with. x3d file conversion!

So, my question is that the file coding changes? Even if I convert back to the original extension ? obviously. Your original .x3d is of binary format whilst the .x3d export from blender is xml: <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE X3D PUBLIC "ISO//Web3D//DTD X3D 3.0//EN" "http://www.web...
by shakotay2
Sun Apr 30, 2017 10:48 am
Forum: 3D/2D models
Topic: CCS File Format (Dot Hack)
Replies: 16
Views: 5279

Re: CCS File Format (Dot Hack)

Satoh wrote:I apologize for the size, but I can't find a way to spoiler this.
seriously.
Why don't you zip your python scripts and append them to your post?

This would also prevent some witty fellows from quoting the scripts and make this thread completely unreadable.
by shakotay2
Sat Apr 29, 2017 7:26 am
Forum: 3D/2D models
Topic: Collision File - Lego Island 2
Replies: 19
Views: 2769

Re: Collision File - Lego Island 2

thx! The devs swap the 0.0 0.0 1.0, 0.0 1.0 0.0 (and 1.0 0.0 0.0) lines so it's impossible to choose a position line here: # GhettoBlaster.col # -1.000000 0.000000 0.000000 0.282570 # 0.000000 -1.000000 0.000000 0.446649 # 0.000000 0.902546 -0.430593 -0.000000 v 0.000000 0.000000 1.000000 0.936200 /...
by shakotay2
Fri Apr 28, 2017 11:47 pm
Forum: 3D/2D models
Topic: Collision File - Lego Island 2
Replies: 19
Views: 2769

Re: Collision File - Lego Island 2

we would need a more regular object than rocks, such as a book, a chest, a plank or something like that
by shakotay2
Fri Apr 28, 2017 11:41 pm
Forum: 3D/2D models
Topic: I need help with. x3d file conversion!
Replies: 4
Views: 851

Re: I need help with. x3d file conversion!

heavenss89 wrote:Now when im done, I convert back to x3d
How?

Without giving more details (including the sample file you're working with) noone would know what the problem might be.
by shakotay2
Fri Apr 28, 2017 11:31 pm
Forum: 3D/2D models
Topic: Collision File - Lego Island 2
Replies: 19
Views: 2769

Re: Collision File - Lego Island 2

I don't know more than you. :D This is the floats as they are to be found in the Rocks.col file: shak_log LegoIsl2-pos.zip Feel free to comment out the 'v' lines and uncomment others (i.e. replace '#' by 'v'). Maybe you need to interpret the first 3 values of the first 3 lines after 0xCC.. (-1073741...
by shakotay2
Fri Apr 28, 2017 11:02 pm
Forum: 3D/2D models
Topic: Collision File - Lego Island 2
Replies: 19
Views: 2769

Re: Collision File - Lego Island 2

there's 86 times the pattern 16x 0xCC so I thought there might be 86 faces here's the obj for it: shak_log lastCol-Pos.zip Why didn't they just use boundingsphere center point + diameter? You need to know which software they used to created the collision shape files. Is it a genuine format (own form...
by shakotay2
Fri Apr 28, 2017 1:57 pm
Forum: 3D/2D models
Topic: Forza Motorsport Resource Extraction (.carbin)
Replies: 2053
Views: 564992

Re: Forza Motorsport Resource Extraction (.carbin)

Is it possible to make a request? I am looking for the model of the International Harvester Scout. Thanks :) Of course you can. But since this is not a "models exchange forum" don't expect too many helpers to serve your needs. :) btw: would be interesting to compare an extracted and textured model ...
by shakotay2
Fri Apr 28, 2017 7:09 am
Forum: 3D/2D models
Topic: Collision File - Lego Island 2
Replies: 19
Views: 2769

Re: Collision File - Lego Island 2

86 faces are supposed to be found? Guess it's a matter of how to interpret the data. This gives a sphere: # Rocks.col # v -0.192059 -0.126221 0.973233 1.180366 # v 0.026208 -0.992000 -0.123484 -0.147430 # v -0.833683 0.544194 -0.093942 1.673595 v 0.942739 0.251820 0.218700 0.586671 # -107374176.0000...
by shakotay2
Wed Apr 26, 2017 3:57 am
Forum: 3D/2D models
Topic: Ninja Gaiden Black (Xbox) .kmd and .chr files
Replies: 5
Views: 894

Re: Ninja Gaiden Black (Xbox) .kmd and .chr files

why not try it out?
aya_a-kmd.JPG
(many submeshes)
by shakotay2
Mon Apr 24, 2017 11:28 am
Forum: 3D/2D models
Topic: The Secret Saturdays - Beasts of the 5th Sun (Drew Saturday)
Replies: 9
Views: 2230

Re: The Secret Saturdays - Beasts of the 5th Sun (Drew Satur

*Update Progress* SFMLab community member, gimmeaname, managed to get her this far: dunno, which script he uses and which rips. From the rips you've uploaded I tried Mesh_0027.rip with this script: '''Noesis import plugin. Written by Sammie''' '''Last Update: 27.01.2013''' '''Version: 1.18''' and t...
by shakotay2
Sun Apr 23, 2017 9:04 am
Forum: 3D/2D models
Topic: The Secret Saturdays - Beasts of the 5th Sun (Drew Saturday)
Replies: 9
Views: 2230

Re: Sexy Drew Saturday

Curtain wrote:along with applying the textures:
how? The uv coordinates in your rips look broken:
Mesh_0027-rip.JPG
If someone wants to put her together
life's too short :D
by shakotay2
Sun Apr 23, 2017 8:36 am
Forum: 3D/2D models
Topic: Troll and i smd models
Replies: 5
Views: 1115

Re: Troll and i smd models

shakotay2 do you use PRIMITIVE_TOPOLOGY_TRIANGLELIST ? guess, no. (There's many other names, for example D3DPT_TRIANGLELIST or GL_TRIANGLES.) I just use the face indices from the model to create triangles, one after the other. You could open the test.obj which hex2obj creates with a text editor and...
by shakotay2
Sat Apr 22, 2017 8:13 pm
Forum: 3D/2D models
Topic: Nightshade/Kunoichi (PS2) MLD models extract
Replies: 1
Views: 691

Re: Nightshade/Kunoichi (PS2) MLD models extract

no 'KFMG' section in PLAYER00.MLD so a tedious format analysis will be required which noone is supposed to do... old Valkyria Chronicles script for blender: Reading parts of IZCA file. start size type Section 0 0x00000340 0x00000020 MLX0 Section 1 0x00000380 0x000001e8 MXTL Section 2 0x00000580 0x00...