Poll & Discussion: We wish the site to continue (Y/N)
Search found 4134 matches
- Mon Oct 29, 2018 2:09 pm
- Forum: 3D/2D models
- Topic: Ridge Racer Unbounded (PC) .vhcl
- Replies: 8
- Views: 1393
Re: Ridge Racer Unbounded (PC) .vhcl
It's a matter of endianness, it's big endian here:
(I'm more familiar with hex2obj, so I used that.)
- Sun Oct 28, 2018 11:10 pm
- Forum: 3D/2D models
- Topic: Space Channel 5 Part 2 Animation/Model Files, Help Needed
- Replies: 3
- Views: 911
Re: Space Channel 5 Part 2 Animation/Model Files, Help Neede
I linked to both of the threads at the top of my post, unless there's a third thread I don't know about Yeah, see. Should have read more carefully, sry. In R10.rb there are 136 NJCM, whatever it may stand for. In title0.rbp there's 11 of them. One idea would be to understand the structure of R10.rb...
- Sun Oct 28, 2018 11:39 am
- Forum: 3D/2D models
- Topic: Space Channel 5 Part 2 Animation/Model Files, Help Needed
- Replies: 3
- Views: 911
Re: Space Channel 5 Part 2 Animation/Model Files, Help Neede
Currently, i'm completely lost, the rbp files can't load into noesis and Part 2's animations remain locked away as I have no python experience and would make a custom import plugin if I could, so I seek the help of these forums.plays python experience wouldn't help that much. Noesis uses internal c...
- Fri Oct 26, 2018 2:40 pm
- Forum: 3D/2D models
- Topic: Shenmue MT5 + Shenmue 2 MT7 Converter !
- Replies: 26
- Views: 10806
Re: Shenmue MT5 + Shenmue 2 MT7 Converter Requests
well, fishbiter's source, don't have the time to deal with it- looks complicated. :D But I compiled Hellwig's source, good result, Unpacker outputs a dae and png files. Sadly my blender dae importer doesn't load the textures automatically so I'd need to apply them manually. Done for one only: map07-...
- Fri Oct 26, 2018 1:56 pm
- Forum: 3D/2D models
- Topic: Mahou Tsukai Kurohime PS2 .msb file format
- Replies: 2
- Views: 747
Re: Mahou Tsukai Kurohime PS2 .msb file format
and finally got to where the models are located did you? For me it looks like a bunch of animation files. It's possible to split up the contained .afs into smaller .dat files (biggest one 13kB) using the script from here: http://forum.xentax.com/viewtopic.php?f=16&t=18942&p=145162&hilit...
- Thu Oct 25, 2018 10:21 pm
- Forum: 3D/2D models
- Topic: Shadow of The Colossus PS2 Models: UVs
- Replies: 17
- Views: 5328
Re: Shadow of The Colossus PS2 Models: UVs
First step is to get a correct mesh. I need more understanding for that.Snapdragons wrote:Is there any way to apply textures to it? That looks like one of the eagles
Getting better, but had to erase superfluous faces; some still being present:
- Tue Oct 23, 2018 9:54 pm
- Forum: 3D/2D models
- Topic: [Request] Dark Cloud 2 model/texture extraction tools?
- Replies: 17
- Views: 3295
Re: [Request] Dark Cloud 2 model/texture extraction tools?
so here we go, HxD is expected to have been downloaded to your pc: You might upload the first 32 MB of the Data.dat (mark bytes from offset 0 to 0x2000000 in a hexeditor, then save selected (binary)). File open Data.dat Edit / select block Start-offset: 0 End-offset: 0x2000000 [ok] -> block is selec...
- Tue Oct 23, 2018 9:16 pm
- Forum: 3D/2D models
- Topic: Shenmue MT5 + Shenmue 2 MT7 Converter !
- Replies: 26
- Views: 10806
Re: Shenmue MT5 + Shenmue 2 MT7 Converter Requests
Another mt5 to obj conversion using yazgoo's basic mt5 "disasembler" (it's not a "disassembler" of course :D, it's a converter imho) map07-mt5.png (small problem with the compiled exe is the correct use of parameters imho) It's something like test_mt5.exe --no-strips %1 [path to ...
- Tue Oct 23, 2018 9:14 pm
- Forum: 3D/2D models
- Topic: Shenmue Noesis Plugin
- Replies: 2
- Views: 1388
Re: Shenmue Noesis Plugin
well, I've checked three mt5 files using Noesis Shenmue Model Import Addon Copyright Benjamin Collins 2016,2018 (from the op's github link) but I don't see any improvements compared to the obj files generated by yazgoo's basic mt5 disasembler: http://forum.xentax.com/viewtopic.php?f=16&t=4593&am...
- Sun Oct 21, 2018 9:40 pm
- Forum: 3D/2D models
- Topic: Jimmy Neutron Jet Fusion .mdg
- Replies: 12
- Views: 2355
Re: Jimmy Neutron Jet Fusion .mdg
Using Acewell's links to Zheneq's Noesis script from here
viewtopic.php?f=10&t=17614&p=137391&hil ... eq#p137391
I got the GameCube tex loaded with some slight header modification:
viewtopic.php?f=10&t=17614&p=137391&hil ... eq#p137391
I got the GameCube tex loaded with some slight header modification:
- Sun Oct 21, 2018 3:24 pm
- Forum: 3D/2D models
- Topic: Jimmy Neutron Jet Fusion .mdg
- Replies: 12
- Views: 2355
Re: Jimmy Neutron Jet Fusion .mdg
uvs for gamecube mdg; not perfect (the ones of the main body are awful) but maybe a starting point:
- Sun Oct 21, 2018 1:34 pm
- Forum: 3D/2D models
- Topic: Fate Extella PsVita *.mdl files
- Replies: 29
- Views: 10909
Re: Fate Extella PsVita *.mdl files
yeah, GXTConvert.exe throws an exception: Index out of bounds; Noesis says: "GXT is corrupted". Vita-gtx.png "Your" gtx headers are different from the ones handled by Noesis so far. (The words at offsets 0x38 and 0x3A should be image width and height.) Guess, we should leave this...
- Sun Oct 21, 2018 9:31 am
- Forum: 3D/2D models
- Topic: Shadow of The Colossus PS2 Models: UVs
- Replies: 17
- Views: 5328
Re: Shadow of The Colossus PS2 Models: UVs
from the JimmyNeutron thread I got the idea to get more vertices for the bird:
(autocreated face indices are not nice, though)
- Sun Oct 21, 2018 9:05 am
- Forum: 3D/2D models
- Topic: Jimmy Neutron Jet Fusion .mdg
- Replies: 12
- Views: 2355
Re: Jimmy Neutron Jet Fusion .mdg
it's the Gamecube data but for PS2 it's similar. @lemurboy12: very good idea to provide the Gamecube samples! :) The code to convert it to obj gave me the idea to try PS2 again. Though, for PS2 I've got 5761 vertices only (Gamecube: 6119). Dunno why there's a difference? calamibot, PS2: a_calamibot-...
- Sat Oct 20, 2018 10:02 pm
- Forum: 3D/2D models
- Topic: Jimmy Neutron Jet Fusion .mdg
- Replies: 12
- Views: 2355
Re: Jimmy Neutron Jet Fusion .mdg
some slight modification to the code and adding of tri stripped face indices (2 meshes at the right side of pic) results in this:
Some extra faces to be deleted manually.
(infinites and QNANs resulted from "random(?) zeroes" not being skipped)
(infinites and QNANs resulted from "random(?) zeroes" not being skipped)
