Search found 3464 matches
- Thu Apr 20, 2017 8:56 am
- Forum: 3D/2D models
- Topic: Marvelous games (.bum)
- Replies: 5
- Views: 1247
Re: Marvelous games (.bum)
hex2obj doesn't care for bones. Can easily be read where the bones of the model are located :] Bones can't be easily read as long as you're not a coder. Also you need to be more specific: what do you mean by "bones"? bone names, bone matrices or the whole hierarchical skeleton? CH_P000_00_MDL root p...
- Tue Apr 18, 2017 7:52 pm
- Forum: 3D/2D models
- Topic: Monster Jam Path Of Destruction .bin models
- Replies: 2
- Views: 671
Re: Monster Jam Path Of Destruction .bin models
it's not only "experience", often it's a matter of patience or some efficient proceeding. I wouldn't start with a 1 MB file for example. The Wheel appears doable, you even don't need to know where the face indices end for a good start. (Guess you didn't use big endian?) Wheel_I_R-bin.JPG (unsure abo...
- Mon Apr 17, 2017 8:17 am
- Forum: 3D/2D models
- Topic: Troll and i smd models
- Replies: 5
- Views: 1115
Re: Troll and i smd models
have a look at the smd in a hexeditor to see that it's binary data
(no normals)
It starts with this submesh (FVFsize= 60, has normals):
0x12600 1218
Vb1
60 28
0x888 1218
020000
0x0 255
It starts with this submesh (FVFsize= 60, has normals):
0x12600 1218
Vb1
60 28
0x888 1218
020000
0x0 255
- Sun Apr 16, 2017 12:03 pm
- Forum: 3D/2D models
- Topic: TitanFall 2 MDL format ( fit faces and vertices )
- Replies: 3
- Views: 1602
Re: TitanFall 2 MDL format ( fit faces and vertices )
yeah, that's indeed a little bit strange, since the point cloud looks okluxox18 wrote:and other no, like imc_grunt_smg.mdl
- Sun Apr 16, 2017 10:53 am
- Forum: 3D/2D models
- Topic: TitanFall 2 MDL format ( fit faces and vertices )
- Replies: 3
- Views: 1602
Re: TitanFall 2 MDL format ( fit faces and vertices )
hex2obj can't figure out a correct mesh because the faces don't fit with vertices may depend on the specific model you chose, but for imc_hero_richter.mdl , it's one of the simplest formats I've ever come across. :D It requires some scrolling through the file, of course, and some "feeling of 3D flo...
- Sun Apr 16, 2017 7:28 am
- Forum: 3D/2D models
- Topic: Sonic and Sega All-Stars Racing .zig and .zif model formats
- Replies: 3
- Views: 1618
Re: Sonic and Sega All-Stars Racing .zig and .zif model form
(well, Ace, how it comes to answer this request one and a half year later?
)
I've cut out the DXT5 file from BillyHatcher.zig_dec at offset 0xCC554 (.. 0x221B44) with header.
I've cut out the DXT5 file from BillyHatcher.zig_dec at offset 0xCC554 (.. 0x221B44) with header.
- Sat Apr 15, 2017 12:58 pm
- Forum: 3D/2D models
- Topic: Noesis repacking?
- Replies: 3
- Views: 2379
Re: Noesis repacking?
your requests lacks of some more infos. Which game? which model format? which Noesis script? (btw: I can't remember any "repacking" thread atm, so chances are pretty low, imho) edit: I don't know what you mean by script, so you're not using a python script but probably Revelation's Raging Blast dll ...
- Sat Apr 15, 2017 10:25 am
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 447
- Views: 219098
Re: Help needed on possible model files
Hi all, I recently made it a mission of mine personal missions are always welcome here :D Yes, seems like *.wwm is models but, the body_00 (upper part of picture) doesn't show up well. Maybe the 4 bytes offset is in between the face indices (instead of a b c zero) or something else (tri strips), du...
- Fri Apr 14, 2017 6:09 am
- Forum: 3D/2D models
- Topic: F zero gx chara models help please
- Replies: 2
- Views: 746
Re: F zero gx chara models help please
some point clouds, auto generated faces don't look too good:
(too lazy to search for face indices)
- Sun Apr 09, 2017 10:39 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564992
Re: Forza Motorsport Resource Extraction (.carbin)
I check the decompression of the 32 bit normals (11-11-10?) from time to time; were displayed as vertex-per-face-normals in blender but sum-of-squares of the components is not 1.0; texturing is not my main subject, too.
- Sun Apr 09, 2017 9:17 am
- Forum: 3D/2D models
- Topic: Metal Gear Solid 3: Snake Eater (PS2) .dat
- Replies: 8
- Views: 3152
Re: Metal Gear Solid 3: Snake Eater (PS2) .dat
"all modulo 100 fi numbers" -guess i have to look that up. :D it simply means to put a g SM_number_x before f 100 101 102, before f 200 201 202 and so on and g SM_number_0 before f 1 2 3 i think the *.tri file might be the key may be. But it belongs to the *.mdl file, not the *.cmdl file, doesn't i...
- Sun Apr 09, 2017 12:59 am
- Forum: 3D/2D models
- Topic: Metal Gear Solid 3: Snake Eater (PS2) .dat
- Replies: 8
- Views: 3152
Re: Metal Gear Solid 3: Snake Eater (PS2) .dat
I made use of an existing C routine and it seems to work (although there's vn components >= 3.0):
while there's probs with the face culling. Obviously some faces have the wrong winding, since some normals are "inside".
- Sat Apr 08, 2017 10:16 pm
- Forum: 3D/2D models
- Topic: Metal Gear Solid 3: Snake Eater (PS2) .dat
- Replies: 8
- Views: 3152
Re: Metal Gear Solid 3: Snake Eater (PS2) .dat
hi Ace, dunno whether it helps a bit but creating groups for the rat all modulo 100 fi numbers created none overlapping uvs (apart from a few): rat_SMs.JPG btw: where do you have this function from? NBuf = rapi.decodeNormals32() , searched the pluginsource folder at no avail. I know there's some nor...
- Fri Apr 07, 2017 5:02 pm
- Forum: 3D/2D models
- Topic: Spider-Man 3 PC
- Replies: 84
- Views: 19189
Re: Spider-Man 3 PC
Does tool have batch support or something like this? if yes,what i need to write in command line? you could try out this @echo off for %%f in (*.36) do Spiderman3_APKF.exe %%f in a test.cmd file. Use it in a folder where Spiderman3_APKF.exe and some *.36 files reside. But start with two *.36 only; ...
- Fri Apr 07, 2017 12:56 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564992
Re: Forza Motorsport Resource Extraction (.carbin)
I didn't use the cytium, since I don't have the gr2 skeleton file for it, but the one from the AST DB11_17. The results should be similar, though. From the picture you can see the problems. I used the locating script as before: import bpy bpy.data.objects["L01_steeringWheel_a_LOD12_Interior_LOD1|ste...
