Search found 3464 matches
- 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...
- 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
) so I can't help to patch this complex script, sorry.
I'm not the author of the script, Szkaradek123 is.
Also python is not my preferred language (in fact I really hate it
- 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,...
- 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...
- 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?
Hello,havatan10 wrote:hello,
[...]
is there an alternative tool that allow us to export just cause 2 meshes?
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
- 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...
- 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
welcome to the forum.
Use forum search, please:
viewtopic.php?f=16&t=8810&p=73250&hilit ... grp#p73250
- 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:
- 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...
- Sat Mar 11, 2017 3:02 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 447
- Views: 219098
Re: Extracting simple models
WHAT? search for 0000 0100 0200 and you're done.TRDaz wrote:where I am unable to find the starts of the faces
Why do I have the strange feeling that you're simply too lazy and want to let others do your work?
well, uv pos is 32.
- 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...
- 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 -----...
- 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)
should be solvable, atm I've this, some addresses set manually, though: Maybe someone could check the uvs for bogus?AceWell wrote:still don't know how to tell whether the data is going to be floats or halffloats though.
Makeobj_log ob uvs err.zip
- 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
never heard of "byte long floats".St3ve wrote:that byte long floats akin to the terrain vertices
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.)
- 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...
