Search found 3464 matches
- Thu Nov 10, 2016 4:47 pm
- Forum: 3D/2D models
- Topic: [solved] Animation - Convert Matrices (model to local)
- Replies: 8
- Views: 1309
Re: Animation - Convert Matrices (model to local)
Any idea how I can fix my script? (see fiddle for code and result) umpf, well, not at a first glance. I'd care for the transitions first. Did you notice that if you comment out frameMatrix.copy(rotation) the moving cape is processed properly? If you set frameBones.length to 2 in this line for (var ...
- Wed Nov 09, 2016 6:57 pm
- Forum: 3D/2D models
- Topic: need help for the nif Noesis Plugin
- Replies: 7
- Views: 1893
Re: need help for the nif Noesis Plugin
Guess noone can help you except MrAdults himself. I made some (ugly) patches to load specific nifs like AncientGiant from Atlantica Online but this time it's harder. (Could be helpful if you uploaded an oblivion nif that is successfully processed by the script.) Why didn't you try out NifSkope, btw?
- Tue Nov 08, 2016 7:35 pm
- Forum: 3D/2D models
- Topic: The Devil Inside unknown file types?
- Replies: 2
- Views: 575
Re: The Devil Inside unknown file types?
hello,
I'm asking myself why you guys don't try out such simple things for yourselves?
I'm asking myself why you guys don't try out such simple things for yourselves?
- Tue Nov 08, 2016 7:23 pm
- Forum: Tutorials
- Topic: [Help] Hex2obj
- Replies: 20
- Views: 9307
Re: [Help] Hex2obj
See for me if i can extract the models, or not. CT.DPC contains hundreds of DXT1, DXT5 strings. So may contain textures, maybe compressed And the more important, if i can change the coordinates of the objects, and how to do it. :mrgreen: that's not a matter of hex2obj - it's modding; look for threa...
- Mon Nov 07, 2016 9:04 pm
- Forum: Game Archive
- Topic: Understanding Maps/Terrain
- Replies: 7
- Views: 1540
Re: Understanding Maps/Terrain
mirroring at axis is done by multiplying with -1.0 If you want to flip it for example in y-direction then y' = -y. But it you want to flip without moving/offset then the formulae is y' = deltaY - y, where deltaY = ymax + ymin example flipping uvs (where tymax= 1.0, tymin=0.0 -> deltaY= 1.0) ty' = 1....
- Mon Nov 07, 2016 6:48 pm
- Forum: Tutorials
- Topic: [Help] Hex2obj
- Replies: 20
- Views: 9307
Re: [Help] Hex2obj
I would not worry even if you told it were yours.Sckoofer wrote:Dont worry, i say that no was me who created the H2O and the tutorial.
depends on - you'll need to upload a supposed model file.If i decompile the game folder i can extract the meshes of character, objects, map?
- Mon Nov 07, 2016 6:21 pm
- Forum: Game Archive
- Topic: Understanding Maps/Terrain
- Replies: 7
- Views: 1540
Re: Understanding Maps/Terrain
great progress you've made! Well done. :) I was a little bit unsure about the way you're creating the faces: f 1 2 3 f 1 3 4 f 1 4 5 f 1 5 6 f 1 6 7 f 1 7 8 f 1 8 9 f 1 9 10 Then I realized that vertex 1 is the middle point of a square that is built of 8 triangles so it's part of every triangle. Gre...
- Sun Nov 06, 2016 5:58 pm
- Forum: Game Archive
- Topic: Understanding Maps/Terrain
- Replies: 7
- Views: 1540
Re: Understanding Maps/Terrain
had a second glance onto the logged data and, hah, guess what: :D terrain4-heightmap.JPG I modified your script like this: #print(unk1) for y in range(10): unk2a = struct.unpack("<fff", bin.read(12)) unk2b = struct.unpack("<fff", bin.read(12)) unk2c = struct.unpack("<BBBBff", bin.read(12)) #unk2 = s...
- Sun Nov 06, 2016 3:10 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
here's a simple solution for processing multiple files in maxscript:
viewtopic.php?f=13&t=10744&p=110490&hil ... le#p110490
viewtopic.php?f=13&t=10744&p=110490&hil ... le#p110490
- Sun Nov 06, 2016 3:01 pm
- Forum: 3D/2D models
- Topic: need help for the nif Noesis Plugin
- Replies: 7
- Views: 1893
Re: need help for the nif Noesis Plugin
maybe - I'm at my old pc atm (old sw versions) where I've only found one supposed NV nif (from vivanto, newvegasnexus) and it can be loaded with Nifskope 1.1.3:
- Sun Nov 06, 2016 2:29 pm
- Forum: Game Archive
- Topic: Understanding Maps/Terrain
- Replies: 7
- Views: 1540
Re: Understanding Maps/Terrain
My Questions: Could the .obj file possibly be the heightmap, if not, what is it? The heightmaps I've dealed with so far, were textures. terrain4.obj doesn't look like a texture file; if you display the contained floats as a point cloud it looks like a sky (but guess, it's no stars): terrain.JPG
- Sat Nov 05, 2016 12:35 pm
- Forum: Compressed files and methods
- Topic: Little endian to Big Endian
- Replies: 3
- Views: 1311
Re: Little endian to Big Endian
from the quickbms manual:
MATH TMP s 4
swaps a long
using it with a (little endian) binary file: 12 34 56 78
(insert print "%TMP%" for logging the variable)
result:
before
- SCRIPT's MESSAGE:
2018915346 (-> 0x78563412)
after
- SCRIPT's MESSAGE:
305419896 (-> 0x12345678)
MATH TMP s 4
swaps a long
using it with a (little endian) binary file: 12 34 56 78
(insert print "%TMP%" for logging the variable)
result:
before
- SCRIPT's MESSAGE:
2018915346 (-> 0x78563412)
after
- SCRIPT's MESSAGE:
305419896 (-> 0x12345678)
- Fri Nov 04, 2016 6:55 pm
- Forum: Graphic file formats
- Topic: bft font image
- Replies: 16
- Views: 3265
Re: bft font image
texturefinder reveals more about main_font.unpack:
- Fri Nov 04, 2016 10:27 am
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 447
- Views: 219098
Re: Extracting simple models
not to my knowledge But this is something which can be done very simply by yourself: use a translator. The following example doesn't give the very best results (some misleading may occur: 'faces' ist 'Dreiecke' instead of "Gesichter", or faces shouldn't be translated, though). Same goes for 'little ...
- Thu Nov 03, 2016 4:53 pm
- Forum: 3D/2D models
- Topic: Need help
- Replies: 3
- Views: 684
Re: Need help
That's great!
There's a tutorial on xentax, in case you didn't know:
http://wiki.xentax.com/index.php/Blender_Import_Guide
(Keep this in mind: "Also note that Blender 2.4 uses Python 2, Blender 2.5 and above use Python 3."
So scripts are not interchangeable, you'll have to adapt them.)
There's a tutorial on xentax, in case you didn't know:
http://wiki.xentax.com/index.php/Blender_Import_Guide
(Keep this in mind: "Also note that Blender 2.4 uses Python 2, Blender 2.5 and above use Python 3."
So scripts are not interchangeable, you'll have to adapt them.)
