Search found 3464 matches

by shakotay2
Thu Apr 06, 2017 6:24 pm
Forum: 3D/2D models
Topic: Frogger 3D .MAP
Replies: 22
Views: 4976

Re: Frogger 3D .MAP

Kneesnap wrote:Could someone help me fill in the rest of the data to get a complete model?
This is what I get:
frogger_map_quads.JPG
Seems to use quads for faces and needs face indices offset (74).
hex2obj uses both but not together, that's the problem.
by shakotay2
Tue Apr 04, 2017 8:04 pm
Forum: 3D/2D models
Topic: Duludubi Star - Model Converting?
Replies: 5
Views: 1765

Re: Duludubi Star - Model Converting?

for 12.skn it works like this:
from the vertex start address search for FFFFFFFF

After thousands of finds you'll experience a gap:
12_skn_gap.JPG
Subtract the start address from the gap address; divide the result by the stride (48) and your done.
by shakotay2
Mon Apr 03, 2017 10:55 pm
Forum: 3D/2D models
Topic: research on an obj to vkm converter
Replies: 27
Views: 4359

Re: research on an obj to vkm converter

i`m sorry, can u please point me to the address where i need to add zero bytes. really struggling to find the address of the known block (vertex or face indices) You could use hex2obj to get an idea of the start/stop addresses: ( PC18Body.vkm ) PC18body_vkm.JPG vertex start 0x78: 0x78 + 44 x 307 = ...
by shakotay2
Sun Apr 02, 2017 7:11 pm
Forum: 3D/2D models
Topic: Forza Motorsport Resource Extraction (.carbin)
Replies: 2053
Views: 564992

Re: Forza Motorsport Resource Extraction (.carbin)

I just hard time for the wipers, and there is sometimes some parts missing in the dashboard (for example impossible to find a part in the dashboard of the camaro zl1 2017, the back or bottom of the thing blowing the air, and the speakers). if you sent me the concerning modelbin files I could check ...
by shakotay2
Sun Apr 02, 2017 12:39 pm
Forum: 3D/2D models
Topic: Forza Motorsport Resource Extraction (.carbin)
Replies: 2053
Views: 564992

Re: Forza Motorsport Resource Extraction (.carbin)

It's 0.811206, -0.740454, 0.601394 for the doorHandleLF , works like a charm, then, door position ok. And you don't have a problem ( mentioned here ) with RF door parts position in Blender?.. well, from a sideview it looks ok; apart from that frayed edge (caused by the parenting, I guess?). But yes...
by shakotay2
Sun Apr 02, 2017 7:37 am
Forum: 3D/2D models
Topic: Forza Motorsport Resource Extraction (.carbin)
Replies: 2053
Views: 564992

Re: Forza Motorsport Resource Extraction (.carbin)

@shakotay2 are you shure that you haven't accedntily used the apex one again? Because they both have the same filename very unsure :D ; fixed with -jm9; thanks for reporting! sure man sure still waiting for the final "automatic positioning" feature :-) This will not become part of the Make_H2O-Forz...
by shakotay2
Sat Apr 01, 2017 4:06 pm
Forum: 3D/2D models
Topic: Forza Motorsport Resource Extraction (.carbin)
Replies: 2053
Views: 564992

Re: Forza Motorsport Resource Extraction (.carbin)

well, stupid me forgot to swap y and z for blender, how poor :cry: It's 0.811206, -0.740454, 0.601394 for the doorHandleLF , works like a charm, then, door position ok. (rmh, seems noone is really interested in automatic positioning any more, well I leave you alone with this, since I gave the idea h...
by shakotay2
Fri Mar 31, 2017 9:59 pm
Forum: 3D/2D models
Topic: Forza Motorsport Resource Extraction (.carbin)
Replies: 2053
Views: 564992

Re: Forza Motorsport Resource Extraction (.carbin)

I'm not sure if anyone took care for the positions of movable parts seriously; the problem I see is that the bone's tail position (boneDoorRF here) and the doorHandleRF location don't fit exactly when placing manually. (other than the mesh the bones aren't un-mirrored so far, so LF and RF are swappe...
by shakotay2
Fri Mar 31, 2017 5:07 pm
Forum: 3D/2D models
Topic: Forza Motorsport Resource Extraction (.carbin)
Replies: 2053
Views: 564992

Re: Forza Motorsport Resource Extraction (.carbin)

could there not be made a script that applies and generates the materials wich are listed at the line where the material name is listed? For FH3 this is not as easy as you may think of. Have a look at Andrakann's post: http://forum.xentax.com/viewtopic.php?f=16&t=4256&p=126817&hilit=+pretty#p126817...
by shakotay2
Fri Mar 31, 2017 7:15 am
Forum: 3D/2D models
Topic: Bounce Evolution .hgr Files
Replies: 1
Views: 515

Re: Bounce Evolution .hgr Files

very simple format:
bounce.JPG
by shakotay2
Thu Mar 30, 2017 4:18 pm
Forum: 3D/2D models
Topic: Spider-Man 3 PC
Replies: 84
Views: 19189

Re: Spider-Man 3 PC

blacksuit, after some manual erasing:
by shakotay2
Thu Mar 30, 2017 1:14 pm
Forum: 3D/2D models
Topic: Spider-Man 3 PC
Replies: 84
Views: 19189

Re: Spider-Man 3 PC

I can't show something for Noesis, but the playerGoblin:
playerGoblin.JPG
by shakotay2
Mon Mar 27, 2017 3:40 pm
Forum: Tutorials
Topic: Make_obj (C source)
Replies: 45
Views: 14242

Re: Make_obj (C source)

Make_obj-SPMan3.zip I've updated the source code for extracting an obj model from [CITY_PARAMEDIC-] dbd91b3e.36 which you need to extract from CITY_PARAMEDIC.PCPACK using chrrox' quickbms script. The code can handle this one model only atm. (Feel free to expand it for other .36 models.) This is a s...
by shakotay2
Mon Mar 27, 2017 2:04 pm
Forum: 3D/2D models
Topic: Spider-Man 3 PC
Replies: 84
Views: 19189

Re: Spider-Man 3 PC

Generally I show how it works for one submesh of one model then leave the rest to the customers.
(In this case I might add it to my MakeObj project. Without getting the textures automatically.)
ParaMedic.JPG
For coders only:
viewtopic.php?f=29&t=15955
by shakotay2
Sun Mar 26, 2017 9:50 pm
Forum: 3D/2D models
Topic: Spider-Man 3 PC
Replies: 84
Views: 19189

Re: Spider-Man 3 PC

had to put a threshold into the uv pos routine to get better results; still very ugly:
Heli-blender.JPG
(since I'm not too familiar with textures, mipmaps, etc)