Search found 3464 matches

by shakotay2
Sat Jan 07, 2017 9:24 am
Forum: 3D/2D models
Topic: Forza Motorsport Resource Extraction (.carbin)
Replies: 2053
Views: 564992

Re: Forza Motorsport Resource Extraction (.carbin)

EDIT: I have no idea if this might help - every car has a much smaller (around 1KB) .carbin_debug. might help for getting the hierarchy (or not, since I didn't find trunkBadge_a for example in the modelbin file list). Here's this list, it's 86 files (with the 8 SLODS to be ignored for building the ...
by shakotay2
Fri Jan 06, 2017 11:04 pm
Forum: 3D/2D models
Topic: Forza Motorsport Resource Extraction (.carbin)
Replies: 2053
Views: 564992

Re: Forza Motorsport Resource Extraction (.carbin)

.modelbin meshes appear to be simple but some uvs, like for the hood_a are a lttle bit tricky. CAD_ATSV_16-modelbin.JPG Patterns give the files a structure, such as 0400 0100 2A000000 for the FI's list where 4 is 4 bytes (DWord), 0100= 1 DW, 2A000000= face indices to follow UV block sizes so far: 0x...
by shakotay2
Fri Jan 06, 2017 2:08 pm
Forum: 3D/2D models
Topic: Ghostbusters PS3 .smb files?
Replies: 3
Views: 777

Re: Ghostbusters PS3 .smb files?

I have no idea what it means! :( yep, that's the starting state of most beginners. It's up to you how much efforts you put into learning "what it means". :) You could press the 'tut' button in hex2obj and try out to extract the example model there. daemon1 made a video tutorial on how to extract Pl...
by shakotay2
Fri Jan 06, 2017 11:09 am
Forum: 3D/2D models
Topic: Ghostbusters PS3 .smb files?
Replies: 3
Views: 777

Re: Ghostbusters PS3 .smb files?

5th or 6th submesh:
weap_pke20-smb.JPG
FVFsizes are different, see H2O-File of the first submesh for example:

0x38E0 600
Vb1
40 16
0x1E40 170
120100
0x0 255
by shakotay2
Fri Jan 06, 2017 8:55 am
Forum: 3D/2D models
Topic: HeroWarz models
Replies: 9
Views: 2390

Re: HeroWarz models

@liuxing Have a look at the un-xored model data. You won't expect to have a model in 463 bytes, do you? Then check for chrrox' post as of Dec. 6th, 2016 here: http://zenhax.com/viewtopic.php?t=2933 Doesn't work for the upks that giratinapoke uploaded. Seems you'll need an upk which has a DWORD (inde...
by shakotay2
Thu Jan 05, 2017 2:38 pm
Forum: 3D/2D models
Topic: Toybox Turbos's .ego and .BUNDLE files.
Replies: 9
Views: 1700

Re: Toybox Turbos's .ego and .BUNDLE files.

first submesh, some extra faces, dunno:
vrambundle.JPG
by shakotay2
Thu Jan 05, 2017 8:15 am
Forum: 3D/2D models
Topic: Ripping Dead Space 1-3 models with animations and textures.
Replies: 170
Views: 41201

Re: Ripping Dead Space 1-3 models with animations and textur

0426_opt_model1.geo is not too hard; had to split the first submesh because hex2obj can't handle more than 65535 tristripped FIs at once:
0426_opt_model1.JPG
Seems there's 37 more submeshes; good luck.
by shakotay2
Sun Jan 01, 2017 12:48 pm
Forum: 3D/2D models
Topic: fmo animations
Replies: 3
Views: 1154

Re: fmo animations

you'll have to find out what the data means - it's not too obvious:
fmo_anims.JPG
For translation/rotation we'd expect 3 or four floats; here it's only two (green).
Are the dwords (blue) the frame time? strange: 60, 76, 98, 124, 154, 176, 200, 216
Normally time offset is equal-distant.
by shakotay2
Sun Jan 01, 2017 12:05 pm
Forum: 3D/2D models
Topic: Ripping Dead Space 1-3 models with animations and textures.
Replies: 170
Views: 41201

Re: Ripping Dead Space 1-3 models with animations and textur

if there is only a few not-working models i think it would be quicker for you to just use Hex2obj to get these meshes than for me to try and figure out any flags and pointers to modify the script to support these. :oops: guess he will not as long as there's people who are doing all the work for him...
by shakotay2
Mon Dec 26, 2016 12:37 am
Forum: 3D/2D models
Topic: Import Tuner Challenge [XBOX360]
Replies: 98
Views: 26037

Re: Import Tuner Challenge [XBOX360]

00000538_dat_.JPG
(unsure about uvs start address)
by shakotay2
Sat Dec 24, 2016 5:24 pm
Forum: 3D/2D models
Topic: Need help to find pointers to textures.
Replies: 4
Views: 1135

Re: Need help to find pointers to textures.

eri619 wrote:Could you please help me to find the offsets of different mesh which points to their corresponding textures?
Is using offsets the way how it works for this game?
Iirc multiple textures are assigned using vertex groups for example.
by shakotay2
Fri Dec 23, 2016 1:03 pm
Forum: 3D/2D models
Topic: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models
Replies: 215
Views: 30207

Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Mod

Also another successful test of g_wh.ps3: :D yeah, see, there was a problem with the H2O-Maker. Also fixed the last submesh (quick fix only, may fail). (A +/- 1 correction of the vertex count might be required because sometimes the value in the ps3 file is different from the calculated one.) (exe f...
by shakotay2
Thu Dec 22, 2016 9:24 pm
Forum: 3D/2D models
Topic: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models
Replies: 215
Views: 30207

Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Mod

So even doing a calculation is not always working. Then what's the pattern AceWell spoke of? It really drives me crazy to still be stuck at finding the correct vertices startaddr, or anything hex2obj needed to perform its task. Maybe these so-called patterns would have some common features which co...
by shakotay2
Thu Dec 22, 2016 12:13 pm
Forum: 3D/2D models
Topic: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models
Replies: 215
Views: 30207

Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Mod

Feel free to create your own "theory of patterns". :D What I tried to say was that there's a difference between the patterns (structures) to find FVF sizes which AceWell spoke of and the byte sequences to identify "magic tables". Nothing more and nothing less. (While for FVFsizes a good method is to...
by shakotay2
Wed Dec 21, 2016 6:36 pm
Forum: 3D/2D models
Topic: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models
Replies: 215
Views: 30207

Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Mod

I've noticed that the pattern of g_ad.ps3 is B4 01 58 1D 00 00 00 00, while the one of g_hm.ps3 is B4 01 C8 13 00 00 00 00. Are their patterns always start with B4 01, with the latter four bytes as 00 00 00 00 in this case (or universally) ? This should not be referred to as patterns (I feel guilty...