Search found 3464 matches

by shakotay2
Thu Mar 16, 2017 11:27 pm
Forum: 3D/2D models
Topic: Sudden Attack - Noesis Script Creation
Replies: 22
Views: 6705

Re: Sudden Attack - Noesis Script Creation

Is #rapi.rpgBindUV1BufferOfs() still commented out in your code? delete the # then (which disables the line from being "executed", so it's just a comment) I'd suggest to read chrrox' Noesis tutorial to gain more understanding otherwise you'll fall from one trouble into the other, I guess. did you fo...
by shakotay2
Thu Mar 16, 2017 1:12 pm
Forum: 3D/2D models
Topic: Blades of time Extraction Tools
Replies: 7
Views: 1457

Re: Blades of time Extraction Tools

Hi Paps,
I'm not the author of the script, Szkaradek123 is.
Also python is not my preferred language (in fact I really hate it :D ) so I can't help to patch this complex script, sorry.
by shakotay2
Thu Mar 16, 2017 11:15 am
Forum: 3D/2D models
Topic: Sudden Attack - Noesis Script Creation
Replies: 22
Views: 6705

Re: Sudden Attack - Noesis Script Creation

I've added this in finale00's Zuonline script: in def parse_vertices(self, numVerts, meshType): elif meshType == 8: vertBuff = self.inFile.readBytes(numVerts * 68) rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 68, 0) rapi.rpgBindNormalBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 68,...
by shakotay2
Thu Mar 16, 2017 4:51 am
Forum: 3D/2D models
Topic: Sudden Attack - Noesis Script Creation
Replies: 22
Views: 6705

Re: Sudden Attack - Noesis Script Creation

A working script for ltb (except for meshtype 8, vstride 68) was from finale00 , so I guess, it would be nice to mention him. The # parts are the lines I tried to add in to have UVs work which are most likely wrong. The mesh loads correctly, it just doesn't have any UVs. Introduce an additional mesh...
by shakotay2
Tue Mar 14, 2017 10:38 pm
Forum: 3D/2D models
Topic: just cause 2 map/terrain/building meshes?
Replies: 1
Views: 678

Re: just cause 2 map/terrain/building meshes?

havatan10 wrote:hello,
[...]
is there an alternative tool that allow us to export just cause 2 meshes?
Hello,
I'm asking myself WHY you guys don't use the forum's search?

viewtopic.php?f=16&t=12379&p=101653&hil ... bm#p101653
by shakotay2
Mon Mar 13, 2017 5:52 pm
Forum: 3D/2D models
Topic: Blades of time Extraction Tools
Replies: 7
Views: 1457

Re: Blades of time Extraction Tools

The link which you provided me to another forum ? it's the same forum, even the same subforum. could you please create a small tool or a batch file to decompress the .grp files. Thanks in advance Paps. That's a python script for blender 2.49 from Szkaradek123 ( BLENDER249-BLADES-OF-TIME.blend in th...
by shakotay2
Mon Mar 13, 2017 5:10 pm
Forum: 3D/2D models
Topic: Blades of time Extraction Tools
Replies: 7
Views: 1457

Re: Blades of time Extraction Tools

Hi,
welcome to the forum. :)

Use forum search, please:
viewtopic.php?f=16&t=8810&p=73250&hilit ... grp#p73250
by shakotay2
Sun Mar 12, 2017 9:57 pm
Forum: 3D/2D models
Topic: .hgs model file conversion
Replies: 16
Views: 3474

Re: .hgs model file conversion

fix it for yourself, please. Rewatch the video from 1:00:00 and correct your errors:
hgs-py-script-error.JPG
by shakotay2
Sat Mar 11, 2017 5:55 pm
Forum: 3D/2D models
Topic: Need Help (Hex2Obj) for Halo 5 Forge Models
Replies: 1
Views: 618

Re: Need Help (Hex2Obj) for Halo 5 Forge Models

So guys, I'm new at these things. I'll be honest, I just want halo 5 armors for my SFM project. I found Halo 5: Forge models in this forum, I tried to open them in 3DSMax but I can't. Why? Did you ever use a maxscript with 3dsmax? Here's a script from erik945 (didn't test it): http://forum.xentax.c...
by shakotay2
Sat Mar 11, 2017 3:02 pm
Forum: Tutorials
Topic: Extracting simple models
Replies: 447
Views: 219098

Re: Extracting simple models

TRDaz wrote:where I am unable to find the starts of the faces
WHAT? search for 0000 0100 0200 and you're done.

Why do I have the strange feeling that you're simply too lazy and want to let others do your work? :D
faith_prolo_upper_body.JPG
So I'll leave the uvs for you.
well, uv pos is 32.
by shakotay2
Sat Mar 11, 2017 10:45 am
Forum: 3D/2D models
Topic: [X360] Star Wars Battlefront III pre-alpha (*.rax)
Replies: 106
Views: 18698

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

face indices (33858) * 2 = 67716 - 63096 (0xf678) = 4620 /2 so the last mat group would be assigned to the last 2310 faces out of the submesh total faces 8D For the first submesh, yes, I'd say so. (But I've made a stupid error with absolute/relative face indices, some + is required. Submesh 6 shoul...
by shakotay2
Sat Mar 11, 2017 9:23 am
Forum: 3D/2D models
Topic: [X360] Star Wars Battlefront III pre-alpha (*.rax)
Replies: 106
Views: 18698

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

Hi Ace, see you'll crack this format sooner or later! :) (addresses are decimal here: "8544 - 1st submesh 1st material group - at 8560") I've checked all FACE entries: # 0x0 0x3c78 0xacf8 0xd674 0xd6b0 0xecdc 0xf678 ---------- # 0x10884 ---------- # 0x10fbc ---------- # 0x11034 0x1193a 0x11946 -----...
by shakotay2
Fri Mar 10, 2017 9:20 pm
Forum: 3D/2D models
Topic: [X360] Star Wars Battlefront III pre-alpha (*.rax)
Replies: 106
Views: 18698

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

AceWell wrote:still don't know how to tell whether the data is going to be floats or halffloats though.
should be solvable, atm I've this, some addresses set manually, though:
ob-rax.JPG
Maybe someone could check the uvs for bogus?
Makeobj_log ob uvs err.zip
by shakotay2
Fri Mar 10, 2017 6:52 pm
Forum: 3D/2D models
Topic: Part way to finding a vertex header, need some pointers
Replies: 30
Views: 3211

Re: Part way to finding a vertex header, need some pointers

St3ve wrote:that byte long floats akin to the terrain vertices
never heard of "byte long floats".
From the point clouds I've found so far I wouldn't know why using IEEE754 floats shouldn't do the trick?

(You could try half floats or shorts, though.)
by shakotay2
Fri Mar 10, 2017 12:42 pm
Forum: Tutorials
Topic: Extracting simple models
Replies: 447
Views: 219098

Re: Extracting simple models

Last dumb question: But did you get the 864 face indices count by trial & error (That's how I did it on other models) or somehow else? In this case it was (endaddressOfFIs+1-startaddressOfFIs)/2/4*3 iirc. The '2' because it's WORD faceindices, /4*3 because there's a fourth additional 00 00 for each...