We should refrain from hijacking wobble's thread; see my answer here:
viewtopic.php?f=29&t=14695&p=124145#p124145
btw: your uploaded pics show that you don't seem to have read the tutorial (tut button)
Search found 3464 matches
- Sat Dec 10, 2016 12:16 am
- Forum: 3D/2D models
- Topic: SW Battlefront 2015 model files
- Replies: 76
- Views: 17172
- Thu Dec 08, 2016 7:46 pm
- Forum: 3D/2D models
- Topic: SW Battlefront 2015 model files
- Replies: 76
- Views: 17172
Re: SW Battlefront 2015 model files
(in case you don't need weights and bones:)
once you've got it as obj there should be little problems to convert it to fbx
once you've got it as obj there should be little problems to convert it to fbx
- Thu Dec 08, 2016 3:35 am
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 447
- Views: 219098
Re: Extracting simple models
the position is handled in v section. I'd suggest to refrain from wild guessing and use a textured square in blender (not a cube) to understand how things work. (press 'n' in blender's 3D view, in properties panel scroll down to 'normals' and press button "display face normals as lines") Export he s...
- Tue Dec 06, 2016 11:51 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 447
- Views: 219098
Re: Extracting simple models
looks like y and z are swapped
- Tue Nov 29, 2016 6:36 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 447
- Views: 219098
Re: Extracting simple models
from "r_eye" and "l_eye" it looks to me as if it were a skeleton file with matrices.
(too busy to care for now)
(too busy to care for now)
- Mon Nov 28, 2016 10:17 pm
- Forum: 3D/2D models
- Topic: SW Battlefront 2015 model files
- Replies: 76
- Views: 17172
Re: SW Battlefront 2015 model files
It's not the only way, for sure, but it's the simplest way I could think of
in case you can't script or code and don't have the luck to be a UU3D user.
in case you can't script or code and don't have the luck to be a UU3D user.
- Thu Nov 17, 2016 9:20 am
- Forum: 3D/2D models
- Topic: Milestone .bin 3d models [offering paid job]
- Replies: 5
- Views: 1328
Re: Milestone .bin 3d models [offering paid job]
you could try it for yourself:
(There's also an FVFsize of 40 to be found in the bin file.)
- Tue Nov 15, 2016 10:45 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
As you can see from the "resulting listener output" it worked.
You've to change the path (K:\\...) so that it points to your model files' folder, of course and set the model_type.
You've to change the path (K:\\...) so that it points to your model files' folder, of course and set the model_type.
- Mon Nov 14, 2016 7:43 am
- Forum: 3D/2D models
- Topic: [solved] Animation - Convert Matrices (model to local)
- Replies: 8
- Views: 1309
Re: [solved] Animation - Convert Matrices (model to local)
Thank you very much!
Great to see your progress; seems you're walking a steep learning curve.
Great to see your progress; seems you're walking a steep learning curve.
- Sun Nov 13, 2016 10:04 pm
- Forum: 3D/2D models
- Topic: .PAC Monster Hunter Frontier
- Replies: 2
- Views: 804
Re: .PAC Monster Hunter Frontier
I remember the times when this used to be a "research forum".
What were your investigations so far?
With the hint from finale00 it's plain to see that there's a png from 0xC0B0 to 0x19406 in em016.pac: btw: aluigi wrote on Zenhax that files containing 'ecd' are probably encrypted.
What were your investigations so far?
With the hint from finale00 it's plain to see that there's a png from 0xC0B0 to 0x19406 in em016.pac: btw: aluigi wrote on Zenhax that files containing 'ecd' are probably encrypted.
- Sun Nov 13, 2016 9:07 am
- Forum: 3D/2D models
- Topic: Genkai Tokkii Seven Pirates .PAC
- Replies: 2
- Views: 788
Re: Genkai Tokkii Seven Pirates .PAC
yeah, scripts! As you may know a full format analysis is required before you can create a script. We've some capable "scripting heroes" in this forums but they can't/they won't care for any format as you may have experienced. A last time (hopefully) I'll show how easy it is to obtain the model by yo...
- Sun Nov 13, 2016 2:53 am
- Forum: 3D/2D models
- Topic: MMO Black Desert Online
- Replies: 85
- Views: 54637
Re: MMO Black Desert Online
the patch is simple, replace elif parVer == 259:
by
by
Code: Select all
elif parVer == 515:#was 0x103=259
bs.seek(4, NOESEEK_REL);#patch for 0x203- Sat Nov 12, 2016 5:35 pm
- Forum: 3D/2D models
- Topic: [solved] Animation - Convert Matrices (model to local)
- Replies: 8
- Views: 1309
Re: [solved] Animation - Convert Matrices (model to local)
that's great!
Could you please give a brief survey about the main points to get your solution?
Or your final code.
Because there was transposing, multiplying and inversing matrices.
Transposing was only required to adapt the opengl matrices for DirectX, right?
Could you please give a brief survey about the main points to get your solution?
Or your final code.
Because there was transposing, multiplying and inversing matrices.
Transposing was only required to adapt the opengl matrices for DirectX, right?
- Sat Nov 12, 2016 1:15 pm
- Forum: 3D/2D models
- Topic: Valkyrie Drive Bhikkhuni (Vita) Noesis Script
- Replies: 13
- Views: 4293
Re: Valkyrie Drive Bhikkhuni (Vita) Noesis Script
there's no simple adaption for the script, afaics
Meanwhile you could fiddle around with hex2obj (pl00_head.msb):
Meanwhile you could fiddle around with hex2obj (pl00_head.msb):
- Fri Nov 11, 2016 8:48 am
- Forum: 3D/2D models
- Topic: need help for the nif Noesis Plugin
- Replies: 7
- Views: 1893
Re: need help for the nif Noesis Plugin
Everything you need is right there in front of you. yeah, I see. :) But I'm too busy with my own projects than to waste lifetime with annoying formats such as "nif". And as you wrote, that format is "solved", more or less. I found the NifConvert project here on my old pc (guess from skyfox69 , http...
