Search found 4134 matches

by shakotay2
Tue Dec 25, 2018 3:18 pm
Forum: Tutorials
Topic: Make_obj (C source)
Replies: 45
Views: 29179

Re: Make_obj (C source)

yeah, I'm totally surprised, too. :D (made an update to the previous zip) But I really need a break here. Still some spoiled meshes, with er045_0001_02_m01.mbg for example. You may check out for yourself (using hex2obj for example) which correction might be false; or maybe vBlock and FIblock pairs d...
by shakotay2
Tue Dec 25, 2018 2:59 pm
Forum: 3D/2D models
Topic: gameplay3d format .gpb
Replies: 5
Views: 1170

Re: gameplay3d format .gpb

FVFsize may be 64, too:
gpb-FVFsize 64.png
by shakotay2
Mon Dec 24, 2018 2:39 pm
Forum: 3D/2D models
Topic: [HELP]Bones in noesis
Replies: 12
Views: 3472

Re: [HELP]Bones in noesis

So, final result should be this one, right? ((orientation(eulerAngles)), (orientation(eulerAngles)), (orientation(eulerAngles)), (position(vector3))) Then, from wich quaternions do i take the three orientation angles? In the .akc archive, in each bone, the field "Orientation" only have 1 ...
by shakotay2
Mon Dec 24, 2018 12:16 pm
Forum: 3D/2D models
Topic: gameplay3d format .gpb
Replies: 5
Views: 1170

Re: gameplay3d format .gpb

format is a little bit tricky because you might think of big endian data at a first glance, but isn't:
heat-gpb.png
by shakotay2
Mon Dec 24, 2018 11:50 am
Forum: 3D/2D models
Topic: [HELP]Bones in noesis
Replies: 12
Views: 3472

Re: [HELP]Bones in noesis

Or just 1xeuler angle? (0, 0, 0) yep, see http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/ I understand how to make the first one, but the 4x3 matrix in noesis requires 4xvector 3, then i dont know how to fill the rest of information if it is the second case. 4t...
by shakotay2
Mon Dec 24, 2018 4:48 am
Forum: Tutorials
Topic: Make_obj (C source)
Replies: 45
Views: 29179

Re: Make_obj (C source)

well, thing is, there's unrecognized vertex blocks:
hg010_0002-SM02.png
by shakotay2
Sun Dec 23, 2018 4:22 pm
Forum: 3D/2D models
Topic: [HELP]Bones in noesis
Replies: 12
Views: 3472

Re: [HELP]Bones in noesis

3x4 matrix is for rotation, vec4 for position (or 4x4 matrix, last column can be ignored, so 4x3 in Noesis) But as a noob, as you wrote, you wouldn't start like this. If you had hex data as a base, then 'yes' but since you've ASCII data here (.AKC) it would make more sense to "convert" the...
by shakotay2
Sun Dec 23, 2018 3:02 pm
Forum: Tutorials
Topic: Make_obj (C source)
Replies: 45
Views: 29179

Re: Make_obj (C source)

well, too bad. The "bug" was not a bug, it worked as expected but I didn't get the real problem so far (need more time, next year, I assume (: ) I made a workaround (see updated zip in my previous post) so that you can load the meshes at least into blender for example. Then erase the spoil...
by shakotay2
Sun Dec 23, 2018 1:42 am
Forum: Tutorials
Topic: Make_obj (C source)
Replies: 45
Views: 29179

Re: Make_obj (C source)

thanx for reporting, leyme! :)
Here's an update for the SuperHeroGeneration auto correction (which had a problem; checked hg009_0001_01_m01.mbg only!):
Make_obj-ZoE.zip
(no source update this time because ZoE source part is not ready for release and I'm too lazy to cut it from the actual source)
by shakotay2
Fri Dec 21, 2018 8:11 pm
Forum: 3D/2D models
Topic: [HELP] Get Bone and Animation for model
Replies: 52
Views: 11793

Re: [HELP] Get Bone and Animation for model

I don't have an opinion about them and it's not needed; we've the bone names and matrices; all we need is a suitable smd file for it with hierarchy such as: Spine3 - Neck - Clavicle - Upperarm - Forearm - Hand - Finger Pelvis - Spine - Thigh - Calf - Foot - Toe Spine - Spine1 - Spine2 - compare to b...
by shakotay2
Fri Dec 14, 2018 5:55 pm
Forum: 3D/2D models
Topic: [HELP] Get Bone and Animation for model
Replies: 52
Views: 11793

Re: [HELP] Get Bone and Animation for model

dunno why you opened another thread for it. As I wrote the .bon format is weird only thing that makes sense for me is the negation of assumed x position of L/R Forearm: 16 Bip01 L Forearm 8C 09 0B 00 00 00 00 00 43 00 00 00 E0 02 3B 01 E0 63 51 0E 00 00 00 00 AE 0A 07 00 E0 02 3B 01 00 00 19 Bip01 L...
by shakotay2
Wed Dec 12, 2018 7:02 pm
Forum: 3D/2D models
Topic: Demons Souls Collision Models *.hkx
Replies: 1
Views: 675

Re: Demons Souls Collision Models *.hkx

simple; but it's important to choose an offset of 2 for the face indices:
l4001b0-hkx.png
by shakotay2
Sun Dec 09, 2018 10:56 pm
Forum: 3D/2D models
Topic: Mobile Suit Gundam Unicorn/Kidō Senshi Gundam UC
Replies: 5
Views: 1491

Re: Mobile Suit Gundam Unicorn/Kidō Senshi Gundam UC

So you got a bunch of 35 files with different types then, right? For example 6 .hkx files. But the skeleton.hkx doesn't contain the strings "hka" or "hkClass". Even worse the c00_000_00.flver created by the bms script doesn't have a FLVER signature at file start which I got when ...
by shakotay2
Sun Dec 09, 2018 5:23 am
Forum: 3D/2D models
Topic: The i of the dragon .msh .anm
Replies: 26
Views: 4774

Re: The i of the dragon .msh .anm

Someone needs to write a script.
Format is simple but seems they've mixed the face indices for vertices and uvs in a strange way.
(tried every second FI and every 2nd face for uvs, at no avail)
msh_format.png
by shakotay2
Sat Dec 08, 2018 8:30 pm
Forum: 3D/2D models
Topic: Mobile Suit Gundam Unicorn/Kidō Senshi Gundam UC
Replies: 5
Views: 1491

Re: Mobile Suit Gundam Unicorn/Kidō Senshi Gundam UC

You'll need to invest more efforts to get more progress, for example use tools to extract files from the .bnd.

There's flver contained which I used hex2obj on but there might exist scripts, too.
c_00_000_00-flver_3A2B10.png