Poll & Discussion: We wish the site to continue (Y/N)
Search found 4134 matches
- Sun Jan 13, 2019 5:27 pm
- Forum: 3D/2D models
- Topic: .pssg (Atelier Arland Series DX)
- Replies: 7
- Views: 2676
Re: .pssg (Atelier Arland Series DX)
Since no one did the .pssg format for at least 8 years, wait; noone cared for those bikini girls? u-n-b-e-l-i-e-v-a-b-l-e :D http://forum.xentax.com/viewtopic.php?f=10&t=6396&p=52575&hilit=pssg+arland#p52575 i want somebody to make a noesis script to import them with textures and bones ...
- Wed Jan 09, 2019 1:44 pm
- Forum: 3D/2D models
- Topic: X-Heros (.bag)(.dat)
- Replies: 18
- Views: 3912
Re: X-Heros (.bag)(.dat)
First of all: why the heck did you open a second thread on X-Heros? I'll ignore it. Sorry,I can load .visual but I can't load .primitives,so I really need Preview to them!Do you know HOW TO DO?How to finding the correct primitives/visual pairs??? [bruce] preview is here: 00002276-dat.png (FVFsize ma...
- Mon Jan 07, 2019 4:43 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294215
Re: Extracting simple models
My only point was: better UI can give better understanding for the beginners, simple as that. This claim is not from nowhere — because of my professional expirience. p.s.: the fact that you "can" and "have to" learn ANY tool to get what you want is something beyond "usabili...
- Sat Jan 05, 2019 6:24 pm
- Forum: 3D/2D models
- Topic: Finding Nemo *.hgo models
- Replies: 5
- Views: 1277
Re: Finding Nemo *.hgo models
"bone structure", well, yeah, maybe start with the vertices first which look a little bit strange to me:
- Sat Jan 05, 2019 5:35 pm
- Forum: 3D/2D models
- Topic: Help with vertices blocks and faces data!!!
- Replies: 27
- Views: 4164
Re: Help with vertices blocks and faces data!!!
I assumed you knew how to use hex2obj
;
H2O file for head_115533_0.rx3:
0x2B0 16524
Vb1
32 20
0x98A0 2969
020100
0x0 255
the rest is simple math:
face indices block: 0x2B0 - 0x83C7, vertex block: 0x98A0 - 0x20BBF
H2O file for head_115533_0.rx3:
0x2B0 16524
Vb1
32 20
0x98A0 2969
020100
0x0 255
the rest is simple math:
face indices block: 0x2B0 - 0x83C7, vertex block: 0x98A0 - 0x20BBF
- Sat Jan 05, 2019 4:30 pm
- Forum: 3D/2D models
- Topic: Help with vertices blocks and faces data!!!
- Replies: 27
- Views: 4164
Re: Help with vertices blocks and faces data!!!
yep.mita996 wrote:4) I don't know how to copy (paste/overwrite) the FIs block (size: FIcount x 2) and the vertex block (size vertexCount x FVFsize)
from that swapped.bin to (FIFA12) head_115533_0.rx3. Are I supposed to do that with hex editor or?
- Fri Jan 04, 2019 8:59 pm
- Forum: 3D/2D models
- Topic: Help with vertices blocks and faces data!!!
- Replies: 27
- Views: 4164
Re: Help with vertices blocks and faces data!!!
Happy New Year to you, too, and all the best, mita996.
Which kind of error?
You need to understand the instructions in my post as of Wed Nov 21, 2018 9:54 pm.
btw: face indices count and vertex count are the same, so I don't see why it should not work with the actual params.txt files?
Which kind of error?
You need to understand the instructions in my post as of Wed Nov 21, 2018 9:54 pm.
btw: face indices count and vertex count are the same, so I don't see why it should not work with the actual params.txt files?
- Fri Jan 04, 2019 8:35 pm
- Forum: 3D/2D models
- Topic: Seven Knights Android (.nxm)
- Replies: 41
- Views: 11456
Re: Seven Knights Android (.nxm)
Apart from the zip in the first post this is what I have:
- Thu Jan 03, 2019 12:04 pm
- Forum: 3D/2D models
- Topic: Seven Knights Android (.nxm)
- Replies: 41
- Views: 11456
Re: Seven Knights Android (.nxm)
you may read my posts here concerning the creation of an smd file for a skeleton:
viewtopic.php?f=16&t=19223
viewtopic.php?f=16&t=19223
- Wed Jan 02, 2019 12:14 pm
- Forum: 3D/2D models
- Topic: Seven Knights Android (.nxm)
- Replies: 41
- Views: 11456
Re: Seven Knights Android (.nxm)
Always the same as long as there does no script exist: search for the bone names in nxm (Bip001... here), build the hierarchy, get the matrices (with positions and rotations), create an smd file from it (It's about 4 and a half years now and noone has done it - so very unlikely that someone will do....
- Mon Dec 31, 2018 2:42 pm
- Forum: 3D/2D models
- Topic: Nesisis 9dragons python script
- Replies: 3
- Views: 789
Re: Nesisis 9dragons python script
yep, kinda like that
- Thu Dec 27, 2018 5:09 pm
- Forum: 3D/2D models
- Topic: Nesisis 9dragons python script
- Replies: 3
- Views: 789
Re: Nesisis 9dragons python script
hi guys. Noesis has made a useful tool to view the 9dragons .x3d models and the relate .tga file associated. Hi quassa, "Noesis" is the name of the 3D tool, created by MrAdults, the author of the py script for .x3d models is finale00 aka Tsukihime. We want to be able to create our own mod...
- Thu Dec 27, 2018 2:50 pm
- Forum: 3D/2D models
- Topic: [HELP]Bones in noesis
- Replies: 12
- Views: 3472
Re: [HELP]Bones in noesis
So, i got the same resoult when I made the script to get the local position relative to the parent of the bone well, I see :) But still, the noesis exporter does some pretty weird things so, i went with the .smd approach. well, Noesis isn't that bad and it displays the smd skeleton, but it's too ha...
- Wed Dec 26, 2018 9:48 pm
- Forum: 3D/2D models
- Topic: [HELP]Bones in noesis
- Replies: 12
- Views: 3472
Re: [HELP]Bones in noesis
It turns out, the position of each bone is relative to the position and orientation of its parent (as far as i know) and noesis requires a global location and orientation to place a bone (as far as i know). well, as I wrote, simplest way here is using smd (you could have build the hierarchy at leas...
- Wed Dec 26, 2018 2:36 pm
- Forum: 3D/2D models
- Topic: gameplay3d format .gpb
- Replies: 5
- Views: 1170
Re: gameplay3d format .gpb
May I ask how you found the vertices start address for this one After you have the face indices blocks, you get the vertex count. assumed vertex start address: face_indices_startaddress - vertexcount x FVFsize, is about 0x297F, then some trial and error and you're done. In your hex2obj tut is shows...
