(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
Search found 3464 matches
- Mon May 01, 2017 3:33 pm
- Forum: 3D/2D models
- Topic: London Racer: Destruction Madness Models And Textures.
- Replies: 4
- Views: 1091
- 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...
- 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)
seriously.Satoh wrote:I apologize for the size, but I can't find a way to spoiler this.
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.
- 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 /...
- 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
- 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!
How?heavenss89 wrote:Now when im done, I convert back to x3d
Without giving more details (including the sample file you're working with) noone would know what the problem might be.
- 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...
- 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...
- 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 ...
- 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...
- 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?
(many submeshes)
- 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...
- 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
how? The uv coordinates in your rips look broken:Curtain wrote:along with applying the textures:
life's too shortIf someone wants to put her together
- 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...
- 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...
