Search found 3464 matches
- 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 ...
- 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...
- 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...
- 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:
FVFsizes are different, see H2O-File of the first submesh for example:
0x38E0 600
Vb1
40 16
0x1E40 170
120100
0x0 255
0x38E0 600
Vb1
40 16
0x1E40 170
120100
0x0 255
- 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...
- 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:
- 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:
Seems there's 37 more submeshes; good luck.
- 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:
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.
Are the dwords (blue) the frame time? strange: 60, 76, 98, 124, 154, 176, 200, 216
Normally time offset is equal-distant.
- 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...
- 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]
(unsure about uvs start address)
- 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.
Is using offsets the way how it works for this game?eri619 wrote:Could you please help me to find the offsets of different mesh which points to their corresponding textures?
Iirc multiple textures are assigned using vertex groups for example.
- 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...
- 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...
- 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...
- 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...
