Search found 3464 matches
- Sun Jan 29, 2017 3:04 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564992
Re: Forza Motorsport Resource Extraction (.carbin)
well, long story short: quicksort seems to be the solution. (now, it wasn't! see version j2 and ignore this post) I thought of quicksorting the faceindices from the very beginning but for some unknown reason I feared there'd be a reason for their scrambling and Qsort would spoil erverything. gosh, i...
- Sun Jan 29, 2017 6:48 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
thx, but I don't have that bin file.
(used with eeMemory.bin the script fails:
"struct.error: unpack requires a bytes object of length 4")
(used with eeMemory.bin the script fails:
"struct.error: unpack requires a bytes object of length 4")
- Sat Jan 28, 2017 4:33 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564992
Re: Forza Motorsport Resource Extraction (.carbin)
wow, I'd really like to have that car (I mean when it's complete :D ) btw: meanwhile I found that I already had a "solution" for the problem but the code line was commented out because it led to an infinite loop. :cry: (I placed the 'g missing' line manually) gosh; I've solved it (too ridiculous, mi...
- Sat Jan 28, 2017 3:50 pm
- Forum: 3D/2D models
- Topic: Bad Company 1 meshdata
- Replies: 6
- Views: 994
Re: Bad Company 1 meshdata
ok, then, did you try the Bad Company 2 import script with a BC2 sample successfully?
If so, then 1) how did you get it work?
and 2) could you provide a BC2 sample?
If so, then 1) how did you get it work?
and 2) could you provide a BC2 sample?
- Sat Jan 28, 2017 2:36 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564992
Re: Forza Motorsport Resource Extraction (.carbin)
But last part of LODS0 (for carpaint material) merged with some polys from first part of LOD1 (black/invisible): yeah, that's a known bug I forgot to fix. :D (to be honest, I didn't know WHY the algo missed it because it clearly should be able to "see" the delta of (1128-22356= -21228) because it's...
- Sat Jan 28, 2017 11:45 am
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564992
Re: Forza Motorsport Resource Extraction (.carbin)
But those errors in splitting parts is more disturbing... what does 'errors' mean exactly? Talking about "unwanted" splitting? This could be healed easily by joining the parts manually (ctrl+J in blender). If I reduced unwanted splits, many wanted splits would be lost; I have little control about t...
- Sat Jan 28, 2017 11:12 am
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564992
Re: Forza Motorsport Resource Extraction (.carbin)
And second part is transform or simple planar mapping? it's uv mapping: FOR_body_chan1_2.JPG But what about possible wrong reading of meshes in updated part of my post?.. Your doing a great job here, Andrakann, :) but to be honest, I don't have the time to read/understand that all. It's too complex...
- Sat Jan 28, 2017 10:19 am
- Forum: 3D/2D models
- Topic: the sims freeplay
- Replies: 1
- Views: 813
Re: the sims freeplay
using hex2obj (view link in my sig):
- Sat Jan 28, 2017 9:19 am
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564992
Re: Forza Motorsport Resource Extraction (.carbin)
These Shadow meshes seems to be missed in Make_H2O output, they skipped or makes unwanted garbage somewhere?.. There's some datasections with 16/24 bytes blocks (first block rectangled) where I don't get proper uvs or vertices from: unknown_data.JPG but some unwanted splitting occurs. I've little c...
- Fri Jan 27, 2017 8:11 am
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564992
Re: Forza Motorsport Resource Extraction (.carbin)
Hi. I use this version "Make_H2O-ForzaHor-i1.zip". I have an error message - what does it mean? It means that the large array for faces isn't large enough. :D In the MakeH2O_log.txt file search for # FIs , where the cnt is greater than 100000. Then send me the belonging modelbin(s), please: # body_...
- Thu Jan 26, 2017 9:46 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564992
Re: Forza Motorsport Resource Extraction (.carbin)
LOD0 have 3 submeshes, so taillightL_a, taillightL_a_000 and taillightL_a_001? How'd you know which groups build one LOD? (In the end it's trial 'n error to decide whether a _a_xxx group belongs to the previous or the next LOD, isn't it?) How it looks: https://www.youtube.com/watch?v=iUmQl23j128 OM...
- Thu Jan 26, 2017 5:53 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564992
Re: Forza Motorsport Resource Extraction (.carbin)
There's up to 5 uv regions (blocksizes from 12 to 36 in modulo 4 steps) per object (*.modelbin) Can you add a selector to "Make H2O" for UV channel source? So it rips not UV1 by default, but selected one (UV2 or 3, or 5)? Adding a selector is not a problem, but currently I don't know enough (nothin...
- Thu Jan 26, 2017 3:51 pm
- Forum: 3D/2D models
- Topic: Bad Company 1 meshdata
- Replies: 6
- Views: 994
Re: Bad Company 1 meshdata
this doesn't answer my question. Maybe you could read it again?
(You said that the Bad Company 2 import script works for BC1 models so I'd assume you used that script, didn't you?)
(You said that the Bad Company 2 import script works for BC1 models so I'd assume you used that script, didn't you?)
- Thu Jan 26, 2017 11:28 am
- Forum: 3D/2D models
- Topic: Bad Company 1 meshdata
- Replies: 6
- Views: 994
Re: Bad Company 1 meshdata
how did you run the script v0.3? Doesn't work for me nor in Blender 2.49 neither with newer versions.
- Thu Jan 26, 2017 9:39 am
- Forum: 3D/2D models
- Topic: trying to mod an old game with .BSA extension
- Replies: 1
- Views: 547
Re: trying to mod an old game with .BSA extension
Sorry I don't know where else to post this you should have started posting here: Compressed files and methods since "The BSA compression is a simple loss-less zlib compression" afaik I am trying to re-skin PBA Bowling 2 for windows XP. This game was made by Bethesda and all of the data files are in...
