Search found 3464 matches
- Mon Jan 23, 2017 7:20 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
reminds my of WildArms3 ( http://ps23dformat.wikispaces.com/Wild+Arms+3 ) I've tried the WildArms3eememoryto3ds.BMS with a modified search pattern (findloc OFFSET string "\x80\x00\x00\x00\xC0\x2E\x30\x12\x04\x00\x00\x00\x00\x00" 0 0 ; ) at no avail. Produces 1 or two senseles 60 bytes files and I do...
- Sun Jan 22, 2017 4:45 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564992
Re: Forza Motorsport Resource Extraction (.carbin)
sry, it should read: Sat Jan 21, 2017 2:32 pm
btw: adding BCx headers to a swatchbin file didn't work (BC1 looked even worse): (height and width values in hexprint replaced by 00 02 00 00, 00 04 00 00 for the real DDS file)
btw: adding BCx headers to a swatchbin file didn't work (BC1 looked even worse): (height and width values in hexprint replaced by 00 02 00 00, 00 04 00 00 for the real DDS file)
- Sun Jan 22, 2017 4:28 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564992
Re: Forza Motorsport Resource Extraction (.carbin)
which model did you try? (exe needs two dlls, see zip in my sig)Dennissaurus wrote:When i try to use the Make_H2O-ForzaHor-gc.exe it keeps crashing.
@nick22savino: the zip with the ...-gc.exe (grouping check) is in the post as of Sat Jan 21, 2017 2:32 pm
- Sun Jan 22, 2017 2:44 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564992
Re: Forza Motorsport Resource Extraction (.carbin)
Do you think it´s possible to create a tool to extract the texture from the swatchbin I would try to add a suiting header (bc1, bc5?). Meanwhile you could look at Andrakann's results using PVTTexTool. Maybe you could further improve the Make_H2O-ForzaHor-gc.exe for better import of separate objects...
- Sun Jan 22, 2017 10:34 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
welcome to the forum
1) could you show a picture of the terrain vertex header?
2) sample of a mech would be nice
1) could you show a picture of the terrain vertex header?
2) sample of a mech would be nice
- Sun Jan 22, 2017 8:19 am
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564992
Re: Forza Motorsport Resource Extraction (.carbin)
Some polys still attached to different LODs. This is due to the autocreation of groups. I don't see a simple solutions there other than manually moving the group lines (such as g body_a_001 ) between the triangles (f 128/128 129/129 130/130). Obviously there's the need of two different versions, on...
- Sat Jan 21, 2017 11:32 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564992
Re: Forza Motorsport Resource Extraction (.carbin)
yep, makes sense that moveable parts like doors and hoods are being tied to the skeleton, and when I use -0.884457 0.618187 0.656853 from boneDoorLF (in AST_DB11_17_skeleton.modelbin ) for re-positioning doorHandleLF_a it moves, but not enough. Guess this position is relative to the root (bone)? May...
- Sat Jan 21, 2017 9:00 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564992
Re: Forza Motorsport Resource Extraction (.carbin)
Do you mean positions from each model's modelbin or the "main" modelbin? I'm talking about the separate objects like hood_a.modelbin which contain the position offsets each (what is the "main" modelbin?). (But it's true, I've a deja vue of having skipped some promissing sections 'cause of lazyness....
- Sat Jan 21, 2017 8:17 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564992
Re: Forza Motorsport Resource Extraction (.carbin)
Is there a way to get models and correct scale? they are very big. I don't know about the "correct scale", just applied the values from the modelbin files. As I wrote before (for blender) press s , then 0.02, <ENTER> and you're done. And doors are in wrong position. yep, and hoods, too, dunno about...
- Sat Jan 21, 2017 6:02 pm
- Forum: 3D/2D models
- Topic: split .dat
- Replies: 2
- Views: 659
Re: split .dat
Talking about the mobys.dat I guess? It's simple but you'll need to learn how to use a hexeditor: selecting bytes and writing the selection to a file. Any valuable hexeditor should be capable of that. HexEdit (from Andrew Phillips) is free and can do it (Edit/Mark/Mark Position, Extend To Mark, Edit...
- Sat Jan 21, 2017 2:32 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564992
Re: Forza Motorsport Resource Extraction (.carbin)
so, finally I've come to a point where I'm a little bit stuck. As you may know there's some submeshes (groups) which contain two or more submeshes. There's up to 5 uv regions (blocksizes from 12 to 36 in modulo 4 steps) per object (*.modelbin) but that's not enough. (I've detected an identical amout...
- Fri Jan 20, 2017 2:12 pm
- Forum: 3D/2D models
- Topic: Ancient Wars: Sparta .mdl
- Replies: 8
- Views: 1898
Re: Ancient Wars: Sparta .mdl
yeah, great expectations you have. But there isn't too many people in this forum who "act on command".SoldierTODD wrote:Thank you, but we need a script to import and export 3D models to the skeleton back into the game.
- Fri Jan 20, 2017 1:26 pm
- Forum: 3D/2D models
- Topic: Ancient Wars: Sparta .mdl
- Replies: 8
- Views: 1898
Re: Ancient Wars: Sparta .mdl
I don't write scripts, too, since it's easier for me to use hex2obj (view link in my sig):
- Wed Jan 18, 2017 8:13 am
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 447
- Views: 219098
Re: Extracting simple models
Hello,Sparagas wrote:this is object in game (yes, this is PS1 game Silent Hill):
you might read here:
viewtopic.php?f=16&t=10812&p=100654&hil ... on#p100654
(I don't think that I'll touch this again,. cause I'm too busy with a myriad of other things quite now.)
- Wed Jan 18, 2017 7:38 am
- Forum: 3D/2D models
- Topic: ratchet ItN models
- Replies: 1
- Views: 664
Re: ratchet ItN models
Use the second script here viewtopic.php?f=10&t=11872&p=97926&hili ... ern#p97926 with quickbms to extract irbs from dat files.
(numbered files, no filenames so far, sry)
Then use Gh0stBlade's python script fmt_ratchetandclank_irb_1_5.py with Noesis on irb files.
(numbered files, no filenames so far, sry)
Then use Gh0stBlade's python script fmt_ratchetandclank_irb_1_5.py with Noesis on irb files.
