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Search found 4134 matches
- Wed Nov 14, 2018 2:58 pm
- Forum: 3D/2D models
- Topic: WRC 7 .P3D models
- Replies: 35
- Views: 6378
Re: WRC 7 .P3D models
I do hope someone would be kind enough to do a script which can at least parse these models completely. yeah, maybe. Me, I'm finished with this: https://www63.zippyshare.com/v/Deke91Lr/file.html Toyota_Yaris-P3D-undone.png Too tired to solve stupid naming puzzles like this one. :roll: Keep in mind ...
- Tue Nov 13, 2018 8:13 pm
- Forum: 3D/2D models
- Topic: WRC 7 .P3D models
- Replies: 35
- Views: 6378
Re: WRC 7 .P3D models
I don't know - I searched for "NodsNoHe" which is contained 67 times. There's also MeLiMesh (43x), GeLiGeom (71), SGLiSuGe (71) but guess that's different things. Maybe I should use PA__Head, SCENE___ENDI, PCPhHe and something else for the missing 4 nodes? There's numbers for "NodsNoH...
- Mon Nov 12, 2018 9:12 pm
- Forum: 3D/2D models
- Topic: WRC 7 .P3D models
- Replies: 35
- Views: 6378
Re: WRC 7 .P3D models
the positioning problem seems to be solved, but my current problem is
there's 71 nodes but I've got 67 names only
there's 71 nodes but I've got 67 names only
- Mon Nov 12, 2018 8:10 pm
- Forum: 3D/2D models
- Topic: Spider-Man Unlimited
- Replies: 5
- Views: 1863
Re: Spider-Man Unlimited
You should be more clear which one is the "first" sample and which one is the "third".
Assuming Mesh_2099_New being the last here's the mesh: (hex2obj: no bones, no costs
)
Assuming Mesh_2099_New being the last here's the mesh: (hex2obj: no bones, no costs
- Mon Nov 12, 2018 7:35 pm
- Forum: 3D/2D models
- Topic: MDK (PC 1997) 3d models and 2d sprites
- Replies: 9
- Views: 2777
Re: MDK (PC 1997) 3d models and 2d sprites
Don't expect anyone to do the tedious task which you could do yourself. I didn't see face indices in the files but in FALL3D.SNI I found the string WAVEfmt, so maybe it's a sound file. For the other files: you could try finding textures using TextureFinder or point clouds using hex2obj . So why not?
- Mon Nov 12, 2018 2:34 pm
- Forum: 3D/2D models
- Topic: WRC 7 .P3D models
- Replies: 35
- Views: 6378
Re: WRC 7 .P3D models
Can you export any infos from Riffpad, or does it create a logfile? I'm too lazy guessing those positon offsets from the P3D file: # 0. 2a 6a 6a , NodsNoHeX, Root # 1. b6 69 6a , NodsNoHeZ, D_Main # 2. cc 78 2 , NodsNoHe^, Piston_FR 0.967096 0.028186 -0.252846 -0.027130 0.999603 0.007665 0.252961 -0...
- Mon Nov 12, 2018 11:45 am
- Forum: 3D/2D models
- Topic: WRC 7 .P3D models
- Replies: 35
- Views: 6378
Re: WRC 7 .P3D models
Great, now all we need is a maxscript to automate this. Doing it in 'C' is easier, imho. Maybe in the Make_obj project, but the positions of the parts must be corrected: Toyota_Yaris-P3D-all.png Heck, you could end up writing an exporter and somehow inject custom cars to the game. Exporters general...
- Sun Nov 11, 2018 8:09 pm
- Forum: 3D/2D models
- Topic: WRC 7 .P3D models
- Replies: 35
- Views: 6378
Re: WRC 7 .P3D models
toyota_yaris, fst submesh:
- Sun Nov 11, 2018 7:34 pm
- Forum: 3D/2D models
- Topic: WRC 7 .P3D models
- Replies: 35
- Views: 6378
Re: WRC 7 .P3D models
P3D is not too hard:
- Sun Nov 11, 2018 6:44 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294215
Re: Extracting simple models
There is no option to set both half-float vertices and Word Uv's. Only way is extract mesh first with option hf-all and then uv's with option wordUV to testUV.obj and in text editor replace all v to vt and then paste it in to test.obj. Is it possible to add these option in next version of hex2obj? ...
- Tue Nov 06, 2018 7:52 pm
- Forum: 3D/2D models
- Topic: XBN format (from XSI)
- Replies: 5
- Views: 1275
Re: XBN format (from XSI)
Is there any other option to open format like this? Or just the one right way is to learn h2o? It's not a matter of learning h2o, it's a matter of understanding formats. This format is simple as akderebur stated, and if you know 'C' you could pick up the make_obj project (with source) in the tutori...
- Mon Nov 05, 2018 5:21 pm
- Forum: 3D/2D models
- Topic: Help with vertices blocks and faces data!!!
- Replies: 27
- Views: 4164
Re: Help with vertices blocks and faces data!!!
The good news is that it can be open in cm15 and has no crush in game. "No crush" is great! :D (you usually speak of "crash" or freezing) But have some head bugs. Take a look well, I'm not surprised; as I wrote, tx and ty are swapped. You need to combine 16 bit and 32 bit data e...
- Mon Nov 05, 2018 3:36 pm
- Forum: 3D/2D models
- Topic: Help with vertices blocks and faces data!!!
- Replies: 27
- Views: 4164
Re: Help with vertices blocks and faces data!!!
I wouldn't know why you should do that with the head I uploaded because counts and block sizes didn't change.mita996 wrote:Then I added new data offsets for each data, vertices and faces number values, data block sizes in Fifa 12 header.
- Mon Nov 05, 2018 2:22 pm
- Forum: 3D/2D models
- Topic: Fallout 76 .nif
- Replies: 6
- Views: 5079
Re: Fallout 76 .nif
"part 2"
- Mon Nov 05, 2018 1:46 pm
- Forum: 3D/2D models
- Topic: Help with vertices blocks and faces data!!!
- Replies: 27
- Views: 4164
Re: Help with vertices blocks and faces data!!!
You are geniuos, yeah, if I were... :cry: sadly I'm not. I'm trying to reach the "next level" since years now... :D and there's too many of them. Anyways I made a quick 32 bit endianess swap of FIs' and vertex block data of the fifa11 head and pasted them into the fifa12 head. uvs are swa...
