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- Sun Mar 24, 2019 3:11 pm
- Forum: 3D/2D models
- Topic: Heroes of Newerth game model
- Replies: 21
- Views: 5993
Re: Heroes of Newerth game model
copy the scripts into blenders scripts/addons sub directory then in user preferences window type 'iq' for search. highlight "community bar" at the left said script lines should pop up, check the boxes at the right blender-IQM.png btw: path depends on path_to_script (forgot where to set it)...
- Sun Mar 24, 2019 2:29 pm
- Forum: 3D/2D models
- Topic: Heroes of Newerth game model
- Replies: 21
- Views: 5993
Re: Heroes of Newerth game model
I really hope you could make an updated version of the script, if you have some spare time. That would take ages for me but I accidentally found a workaround when trying to get deeper insights what is happening when exporting the K2 mesh to IQM (Inter-Quake model): Chi moving.png These are the scri...
- Sat Mar 23, 2019 2:33 pm
- Forum: 3D/2D models
- Topic: Heroes of Newerth game model
- Replies: 21
- Views: 5993
Re: Heroes of Newerth game model
The skinning from the model file looks ok to me: Chi Spine1_Spine2.jpg We'd need to understand why the clip files cause troubles around Bip01 Spine 2 . Animation data (motion[10]) is like so: Translation: MKEY_X, MKEY_Y, MKEY_Z Rotation: MKEY_PITCH, MKEY_ROLL, MKEY_YAW MKEY_VISIBILITY Scale: MKEY_SC...
- Fri Mar 22, 2019 11:57 pm
- Forum: 3D/2D models
- Topic: Heroes of Newerth game model
- Replies: 21
- Views: 5993
Re: Heroes of Newerth game model
With Blender 2.75 I get an " IndexError: list index out of range " for all four clip files. (ok, you need to select the bones before you can import a clip file) Well, see, Chi's breast is wrapped, very strange. Need to log the weights, but this doesn't seem to be easy to be solved because ...
- Fri Mar 22, 2019 1:08 pm
- Forum: 3D/2D models
- Topic: Heroes of Newerth game model
- Replies: 21
- Views: 5993
Re: Heroes of Newerth game model
The links in your post as of Tue Mar 27, 2018 9:58 pm are 404 ("File not found").
- Wed Mar 20, 2019 8:39 pm
- Forum: 3D/2D models
- Topic: One Piece: World Seeker?
- Replies: 4
- Views: 4097
Re: One Piece: World Seeker?
but it seems it actually uses something called a cmsh which ive never heard of before. it seems to be a new format, so im not really sure how to go about cracking them open This is how confusion starts: using wrong terms. It's not "cracking" it's just a "conversion" from hex byt...
- Mon Mar 18, 2019 8:32 pm
- Forum: 3D/2D models
- Topic: RaceRoom Racing Experience .kluns
- Replies: 122
- Views: 28177
Re: RaceRoom Racing Experience .kluns
Search/Find (Datatype: Hex-values)
The Make_obj tool does NOT support (.kluns) tracks.When i save the .kluns for example from offset 0x0000 to 0x0007 just to save, or any others i get this error
- Mon Mar 18, 2019 10:54 am
- Forum: 3D/2D models
- Topic: unpakke unpacks corrupted bmd6model files from wolfenstein the old blood and new order
- Replies: 4
- Views: 1116
Re: unpakke unpacks corrupted bmd6model files from wolfenstein the old blood and new order
both *bmd6* files contain zeroes only
- Sun Mar 17, 2019 9:23 pm
- Forum: 3D/2D models
- Topic: RaceRoom Racing Experience .kluns
- Replies: 122
- Views: 28177
Re: RaceRoom Racing Experience .kluns
There is any chance to get the obj make for tracks? tracks (01 at file offset 0008 in .kluns file) are not supported and I don't have the time to care for them. You may search for 00000000 01000000 02000000 in mid_ohio.kluns (to be found 498 times iirc), I checked one vertex/FI block: mid_ohio_klun...
- Sat Mar 16, 2019 9:48 am
- Forum: 3D/2D models
- Topic: Xenoblade Map Meshes
- Replies: 5
- Views: 1251
Re: Xenoblade Map Meshes
submesh_15 is ok now:
H2O file for submesh 16:
0x477B0C 39987
Vb1
32 12
0x15FEA0 48528
020000
0x0 255
submesh 51 is using vertex block 6:
0x4AFA38 11151
Vb1
32 12
0x34C4EC 8523
020000
0x0 255
0x477B0C 39987
Vb1
32 12
0x15FEA0 48528
020000
0x0 255
submesh 51 is using vertex block 6:
0x4AFA38 11151
Vb1
32 12
0x34C4EC 8523
020000
0x0 255
- Sat Mar 16, 2019 9:30 am
- Forum: 3D/2D models
- Topic: Xenoblade Map Meshes
- Replies: 5
- Views: 1251
Re: Xenoblade Map Meshes
Its how the face table relates to what mesh chunk that i haven't figured out. Yep, the hard part. vertices are simple, 14 blocks (need to add 0x1000 to each start address): # 0 44917, FVFsize: 32 # 15eea0 50335, 32 # 2e8280 2439, 20 # 2f410c 3399, 32 # 30e9ec 7768, 32 # 34b4ec 8707, 32 # 38f54c 48,...
- Fri Mar 15, 2019 10:44 am
- Forum: 3D/2D models
- Topic: Xenoblade Map Meshes
- Replies: 5
- Views: 1251
Re: Xenoblade Map Meshes
I'm poking around the files but could use some help. I haven't fully figured out the UVs and the chunk ordering. There is a chunk data for the vert info and chunks for the face info. How the two match together i'm not sure and have been manually pairing them so far.[...] The header is always 0x1000...
- Sat Mar 09, 2019 9:59 am
- Forum: 3D/2D models
- Topic: Trying to import CoD : UO file's into a 3D software.
- Replies: 2
- Views: 573
Re: Trying to import CoD : UO file's into a 3D software.
Loading your mp44_mp file into wordpad it doesn't seem to contain any 3D data (9 kB is even too small for such, imho).
- Fri Mar 08, 2019 6:30 am
- Forum: 3D/2D models
- Topic: MESH format ".bm" Rakion, file addded
- Replies: 12
- Views: 2185
Re: MESH format ".bm" Rakion, file addded
You*re learning very fast! :) Cool! Dword_(for)_string_length: size of DWORD is 4 (value is 7, the string length) string_length (of "Texture") is 7 size of vertexblock: vertex_count x 12 size of normals block: vertex_count x 12 since size of vertices is 3 floats (3x 4 bytes) size of normal...
- Thu Mar 07, 2019 11:17 pm
- Forum: 3D/2D models
- Topic: MESH format ".bm" Rakion, file addded
- Replies: 12
- Views: 2185
Re: MESH format ".bm" Rakion, file addded
8 is 2 floats for texture coords tx, ty. "99" is a flag only, that tells you: uvs are in a separate uvb block. Start address of that block= 0x41 + size of vertexblock+ size of normals block // 0x41 + vertexcount x (12+12) = 0x1031 // 12 is decimal, 3x4 floats + Dword_string_length + string...
