Search found 3464 matches
- Tue Feb 28, 2017 12:17 pm
- Forum: Compressed files and methods
- Topic: varint decoding
- Replies: 9
- Views: 11258
Re: varint decoding
Bytes are still encoded after unvarint. It needs undelta, unimplicit and others use function to decode to indices. well, ok, thanks (sry, forgot this thread for a while). I was a little bit confused because you wrote in your previous post (after that browser js action ): Here is a finally script to...
- Fri Feb 24, 2017 4:51 am
- Forum: Compressed files and methods
- Topic: varint decoding
- Replies: 9
- Views: 11258
Re: varint decoding
well, nice, as always
btw there's many "doubles" in the Uint16Arrays: These are the face indices? Do I miss something?
btw there's many "doubles" in the Uint16Arrays: These are the face indices? Do I miss something?
- Fri Feb 24, 2017 3:40 am
- Forum: 3D/2D models
- Topic: extract apk android games
- Replies: 4
- Views: 2920
Re: extract apk android games
the noesis not open CAB files inspect the "All Known Formats" at the bottom of the Noesis Gui to see which formats are supported. Which extension do the "CAB" have? Obviously not *.CAB (It's near to impossible to tell more without a file sample.) You should use forum's search before opening new thr...
- Mon Feb 20, 2017 12:34 am
- Forum: 3D/2D models
- Topic: YuGiOh legacy of duelist phyre file need help
- Replies: 1
- Views: 803
Re: YuGiOh legacy of duelist phyre file need help
"got stuck" means you didn't really try, did you?
- Sun Feb 19, 2017 8:01 am
- Forum: 3D/2D models
- Topic: The Last of Us Model/Animation Tools (PS4)
- Replies: 210
- Views: 50450
Re: Last of Us Model Viewer/Extractor (PS4)
[well, I've been told, my guess is wrong for PS4, does apply for PS3 models only] Guess, it's also a matter of Sony's edge compression: http://forum.xentax.com/viewtopic.php?f=16&t=12070&p=99284#p99284 Only tool I know (so far) that can handle it is Noesis: rapi.rpgCommitTriangles (edgeDecomp, noesi...
- Wed Feb 08, 2017 2:25 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564992
Re: Forza Motorsport Resource Extraction (.carbin)
Looks good, but scale is wrong, looks like it maximized to fill all UV and goes oversized: yep, just wanted to have the text in the texture readable on the mesh. And this is "Shadow" UV3 i think, in UV1 here must be something for livery texture :oops: I'm preparing the extractor for manually settin...
- Wed Feb 08, 2017 12:15 am
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564992
Re: Forza Motorsport Resource Extraction (.carbin)
thx; btw, does someone know where to place the for_livery_055_diff texture onto the Ford RangerT6?
Is it the doors, the fenders, the hood?
This is obviously wrong:
Is it the doors, the fenders, the hood?
This is obviously wrong:
- Tue Feb 07, 2017 3:12 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564992
Re: Forza Motorsport Resource Extraction (.carbin)
and the scale doesn't seem to match are you sure that it's a matter of scale? Did you move the doors manually to their correct positon to check their scale? For DB11 it seems the size of the door (DB11, doorHandleLF_a-LodS0_006) is ok. The position is the problem and as I wrote earlier: the positio...
- Sun Feb 05, 2017 8:59 pm
- Forum: Graphic file formats
- Topic: textures ratchet ItN
- Replies: 6
- Views: 1754
Re: textures ratchet ItN
"hash" is some kind of unique number bound to objects or strings. The wiki description is: a hash is used to "map data of arbitrary size to data of fixed size". What does that mean? Hashes have constant length (4, 8, 16 whatever) while the strings (for example) bound to them have not. I don't know w...
- Sun Feb 05, 2017 7:42 pm
- Forum: 3D/2D models
- Topic: Mobile Suit Gundam - Climax U.C. Model Extraction Help
- Replies: 2
- Views: 717
Re: Mobile Suit Gundam - Climax U.C. Model Extraction Help
1719 vertices from 0x73D64 build some line. v -11.322868 -11.193009 -10.762479 v -10.552279 -10.546121 -10.173987 v -10.173955 -10.042491 -10.014354 v -9.943300 -9.925982 -9.894806 ... v -0.000065 0.000002 0.000046 v 0.000109 0.000132 0.000185 v 0.000220 0.000267 0.000331 v 0.000499 0.000811 0.00087...
- Sun Feb 05, 2017 6:28 pm
- Forum: Graphic file formats
- Topic: textures ratchet ItN
- Replies: 6
- Views: 1754
Re: textures ratchet ItN
well :), then let's give that a try. As I've told you I never extracted those textures so let's follow the receipe step by step: 1) in irb: hash of texture 2) find hash in shaders.dat, get the id 3) find id in assetlookup.dat -> get size and start of texture I don't know about the hashes and the ids...
- Sat Feb 04, 2017 11:41 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564992
Re: Forza Motorsport Resource Extraction (.carbin)
sry, forget to mention that I logged already skeleton data 3 weeks ago; would have made an smd from it but was too busy with dozens of other issues. strange skeleton, most bones "parented to 01 00"? (=1, root) Couldn't make sense of the assumed parenting (words), for example hubLF: 01 00 07 00 08 00...
- Sat Feb 04, 2017 6:25 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564992
Re: Forza Motorsport Resource Extraction (.carbin)
@shakotay2 Did you plane, updata your tool with lods extracted? all lods ARE extracted. Guess you mean "with lods handled separately" or something like that. As soon as I know a simple method how to get the material counts for the lods I'll try to understand "groups and parenting". Sorry i must hav...
- Sat Feb 04, 2017 11:50 am
- Forum: 3D/2D models
- Topic: Cell 2 Nif Update Request(For Bethesda Fallout/ElderScrolls)
- Replies: 6
- Views: 1532
Re: Cell 2 Nif Update Request(For Bethesda Fallout/ElderScro
Unless Im completely mad 7F 81 represents the hight and location of each 4 points shown in the model if so then I don't understand why you don't change some of the zeroes and watch the results ingame or in the construction set? After verifying you could create 3D vectors of the data. (Where I don't...
- Sat Feb 04, 2017 10:23 am
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564992
Re: Forza Motorsport Resource Extraction (.carbin)
mirroring and scaling applied as suggested. On import the scale i use is 0.7813. As you can see in the picture below it's spot on with the old forza model. dunno, if you know: 0.078125 = 200.0/256.0, btw Since a scale of 0.02 was my suggested scale for blender import I used 4.0/256.0 now . [edit] Ho...
