Search found 3464 matches

by shakotay2
Fri Feb 03, 2017 10:05 pm
Forum: 3D/2D models
Topic: Forza Motorsport Resource Extraction (.carbin)
Replies: 2053
Views: 564992

Re: Forza Motorsport Resource Extraction (.carbin)

minime891 wrote:EDIT2: Ran into a problem with the Ferrari 355 doorLF_a.modelbin just crashes when trying to load the modelbins.txt.
thx for reporting; well that's a "release only" bug that is hard to spot.
[fixed]
by shakotay2
Fri Feb 03, 2017 8:09 pm
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

There is no subrecord "INTV" for the record "LAND" in Fallout3.esm , in Skyrim.esm it seems to have another meaning. I don't think that someone will dig into the "LAND" records of FO3 and TESV if you won't do it. Iirc the landscaping in bethsoft games is based on heightmaps. Did you take into accoun...
by shakotay2
Fri Feb 03, 2017 7:15 pm
Forum: 3D/2D models
Topic: Forza Motorsport Resource Extraction (.carbin)
Replies: 2053
Views: 564992

Re: Forza Motorsport Resource Extraction (.carbin)

@shakotay2 I just tested the J2 version on the Audi RS2. I get an error saying "too many faces in AUD_RS2_95_skeleton.modelbin, then I get the standard Windows "*exe* has stopped working" message. Here's the file it complained about if you want to investigate. thx; I didn't care for the skeleton.mo...
by shakotay2
Fri Feb 03, 2017 7:03 pm
Forum: 3D/2D models
Topic: Forza Motorsport Resource Extraction (.carbin)
Replies: 2053
Views: 564992

Re: Forza Motorsport Resource Extraction (.carbin)

hope, version j2 will make texturing a lot easier (no manual grouping required) This was possible because of the amazing work of Andrakann ! WARNING: split your filelist into exterior and interior for example or you'll experience a significant blender slow down because of too many groups. For BMW_i8...
by shakotay2
Thu Feb 02, 2017 6:03 pm
Forum: 3D/2D models
Topic: .DFF Format
Replies: 3
Views: 1010

Re: .DFF Format

in this special case using hex2obj would drive people nuts, I guess :D It's for simple formats and this special DFF format is not. There's CH_francis_body2b_O_X in that file, so that's a start. Some data structure separated by FFs; might contain face indices. You could create 3 H2O files from the fo...
by shakotay2
Mon Jan 30, 2017 3:08 pm
Forum: 3D/2D models
Topic: Forza Motorsport Resource Extraction (.carbin)
Replies: 2053
Views: 564992

Re: Forza Motorsport Resource Extraction (.carbin)

the dashstructure and dashpad are usually misscaled, seems like the dashpad is following the steeringwheel scale wrong position/scaling is a known issue for moveable parts. Didn't know about the dash, but I consider it as a minor issue (as for the moveable parts I can't change it atm). and dashstru...
by shakotay2
Mon Jan 30, 2017 11:31 am
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

I'm not familiar with the PS2 savestates, what they contain exactly. I'm surprised that they contain textures and part of a level (arena) because for PC savegames the senseful philosophy is to save only changes of states (this is what PS2 save states claims to be but seems it isn't?). So I'd expect ...
by shakotay2
Mon Jan 30, 2017 2:02 am
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

if the header itself is read in as a float wouldn't that cause the resulting vertex coordinates to be one off would spoil things, yes. Just read 11 vertices per block after the 4 bytes header and you're fine. So the vertices are not so bad (displaying 11 verts per block you can even see two steps, ...
by shakotay2
Mon Jan 30, 2017 12:17 am
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

it just means that I logged 33 floats (11 vertices) starting 4 bytes after each pattern find address (1523 vertices) ah, ok, re-read your posts, seems I misunderstood your problem. Why exactly did you stick to a general search again after having performed a more specific one. Wouldn't it make more s...
by shakotay2
Sun Jan 29, 2017 11:07 pm
Forum: 3D/2D models
Topic: Forza Motorsport Resource Extraction (.carbin)
Replies: 2053
Views: 564992

Re: Forza Motorsport Resource Extraction (.carbin)

I think the uvmaps are ok (BMW_i8_15, exterior), more or less, it's a matter of manually inserting grouping lines so far:
BMW_i8_15_uvs.jpg
(updated sig to -q1, which inserts (modulo 1000) grouping lines)
by shakotay2
Sun Jan 29, 2017 10:04 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

for the vertices shown by your script there's a more selective way to find them:
search for 0480xx68 (xx being a wildcard) in eeMemory.bin, there's 1523 finds.
After find address +4 log 11*3 floats each (11 vertices).
eeMemory-bin-Arena.JPG
by shakotay2
Sun Jan 29, 2017 6:37 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

depends on what your extractor extracted. Did it create 70 TIM2 files? If the extracted files in sum + 5 MB + 7 MB = 32 MB (=size of eeMemory.bin ) I'd say: no. (but that formulae is only applicable for uncompressed data) Did you read here, for example? http://forum.xentax.com/viewtopic.php?f=10&t=1...
by shakotay2
Sun Jan 29, 2017 6:04 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

thx; so your'e at the very beginning. :D
Why not split the eeMemory.bin into smaller parts and treating them seperately?

There's blocks of zeroes at 0x990BB0 to 0xE78360 (5 MB), another at 0x016E1280 to 0x01DC1300 (7 MB).

There's 70(?) TIM2 textures contained. Maybe identify/cut them first?
by shakotay2
Sun Jan 29, 2017 4:56 pm
Forum: 3D/2D models
Topic: Forza Motorsport Resource Extraction (.carbin)
Replies: 2053
Views: 564992

Re: Forza Motorsport Resource Extraction (.carbin)

, but is your tool can see mesh is lod, or no? obviously: "no" j version merge lods in this lamborghini like: glass (3 lods), body_a (one lod) and in some meshes like bumpers, hood, trunk, lods contains parts of lod0 meshes. -j uses a brute force algorithm, as already mentioned several times. It cr...
by shakotay2
Sun Jan 29, 2017 3:42 pm
Forum: 3D/2D models
Topic: Forza Motorsport Resource Extraction (.carbin)
Replies: 2053
Views: 564992

Re: Forza Motorsport Resource Extraction (.carbin)

you mean body_a_4?
If so, my fears come true: qsort merges the lods?

I'm sorry to say, that I don't have a clue how to fix that other than using previous versions of the exe (-gc, -j).
Reason is that the different algos are incompatible, i.e. I can't "mix" them.