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- Sat Oct 20, 2018 9:19 pm
- Forum: 3D/2D models
- Topic: Jimmy Neutron Jet Fusion .mdg
- Replies: 12
- Views: 2355
Re: Jimmy Neutron Jet Fusion .mdg
well, result on a quickhack (had to delete dozens of infinite floats and QNANs): a_Calamibot_Gamecube.png Looks more like a bot.:D (big endian floats, yes) here's the code from my Make_obj project (very ugly, I know, just to show the principle): void Vertex12(FILE *stream, DWORD dwStart, DWORD dwVer...
- Sat Oct 20, 2018 5:14 pm
- Forum: 3D/2D models
- Topic: Jimmy Neutron Jet Fusion .mdg
- Replies: 12
- Views: 2355
Re: Jimmy Neutron Jet Fusion .mdg
http://forum.xentax.com/viewtopic.php?f=16&t=15853 http://forum.xentax.com/viewtopic.php?f=16&t=14903 http://forum.xentax.com/viewtopic.php?f=16&t=5098 Thanks! The last link is useless for our needs here, since it's Blade Kitten for PC, isn't it? The format in the first linked thread He...
- Sat Oct 20, 2018 11:28 am
- Forum: 3D/2D models
- Topic: Fate Extella PsVita *.mdl files
- Replies: 29
- Views: 10909
Re: Fate Extella PsVita *.mdl files
:( I have no clue, I haven't moved or renamed anything. If I could just convert the texture files, then that would be fine, i'll just manually reapply the textures, but I can't get some of these converted. Using the py script from Kotcrab's Noesis MDL loader v1.2? Couldn't test it with mxt (or gxt?...
- Sat Oct 20, 2018 10:36 am
- Forum: 3D/2D models
- Topic: Jimmy Neutron Jet Fusion .mdg
- Replies: 12
- Views: 2355
Re: Jimmy Neutron Jet Fusion .mdg
This game is made by Krome Studios and uses a similar format to games like Blade Kitten, Star Wars: The Force Unleashed and Hellboy: Science of Evil, three games I've seen people make tools for. dunno, which guys you're talking of. The one I remember dealing with PS2 models is furryfan, creator of ...
- Thu Oct 18, 2018 9:13 pm
- Forum: 3D/2D models
- Topic: Mobile Suit Gundam - Crossfire
- Replies: 5
- Views: 1621
Re: Mobile Suit Gundam - Crossfire
yeah, howfie, how could he leave this undone? Since we extractors (most of us) are sort of lazybones when dealing with the meshes only.Rin wrote:but still unrigged models
- Wed Oct 17, 2018 8:41 pm
- Forum: 3D/2D models
- Topic: Black & Bruised (NGC) - .mdl mesh and .ani motion files
- Replies: 5
- Views: 1337
Re: Black & Bruised (NGC) - .mdl mesh and .ani motion files
Who knows?MarioSonicU wrote:Thanks, but now that they are uncompressed, what programs should i use to open them and convert them to useable formats?
My idea is to use hex2obj for getting point clouds in a first step but you need to understand the idea and have patience:
- Wed Oct 17, 2018 12:38 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?
You need to download HxD before.Bumper3241 wrote:Yes, please, that'd be insanely helpful.shakotay2 wrote:I'd really suggest to use a hexeditor to create that 32 MB snippet from Data.dat I was talking of.
(HxD is a useful hexeditor and I could give advise on how to use it.)
- Wed Oct 17, 2018 10:49 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
pointcloud with a missing wing?
- Wed Oct 17, 2018 6:55 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
this is what I get using a little bit patched .nmo /script: SotC-prob.png First three lines of header seem to be ok but output doesn't make too much sense to me: offset filesize filename -------------------------------------- name obj_bird_A.nmo.1.3ds 00000000 112 obj_bird_A.nmoa.1.3ds - 1 files fou...
- Wed Oct 17, 2018 5:55 am
- 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?
It's linked in one of my posts above: http://forum.xentax.com/viewtopic.php?f=16&t=7780&p=88954&hilit=dark+cloud#p88954 It's the script you were already using(?, so this won't change anything... :roll: ) I'd really suggest to use a hexeditor to create that 32 MB snippet from Data.dat I w...
- Tue Oct 16, 2018 10:24 pm
- Forum: 3D/2D models
- Topic: Fate Extella PsVita *.mdl files
- Replies: 29
- Views: 10909
Re: Fate Extella PsVita *.mdl files
dunno, what's going wrong there-
Maybe you should follow Kotcrab's tip:
Maybe you should follow Kotcrab's tip:
Kotcrab wrote:If you want textures automatically loaded in Noesis you just need to open .mdl file from original extract directory without renaming or moving anything.
- Tue Oct 16, 2018 8:49 pm
- Forum: 3D/2D models
- Topic: Fate Extella PsVita *.mdl files
- Replies: 29
- Views: 10909
Re: Fate Extella PsVita *.mdl files
what do you mean? search for the line "for mate in materialInfo:" in the script and put the line cnt=0 before it. search for the line "if texFinalPath is None:" in the script; there's two occurences; put the line cnt = cnt + 1 before the one which is followed by "continue&qu...
- Tue Oct 16, 2018 7:48 pm
- Forum: 3D/2D models
- Topic: Fate Extella PsVita *.mdl files
- Replies: 29
- Views: 10909
Re: Fate Extella PsVita *.mdl files
yeah, sorry, forgot that I added more lines:
Take care of correct indents; and use blanks or tabs but no mixing
Code: Select all
cnt= 0
for mate in materialInfo:
...
cnt = cnt + 1
if texFinalPath is None:
continue- Tue Oct 16, 2018 5:55 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?
Well then what's the point if the .3ds output files aren't even readable? would be nice if you didn't create wrong quotes! I wrote that his scripts are not really readable. The correct quote would have been: I found the scripts from FurryFan very helpful, though they are not really "readable&q...
- Tue Oct 16, 2018 5:46 pm
- Forum: 3D/2D models
- Topic: Fate Extella PsVita *.mdl files
- Replies: 29
- Views: 10909
Re: Fate Extella PsVita *.mdl files
Uncomment thsi line (delete the #):
#print("TexFinalPath: ", cnt, " ", texFinalPath)
to find out what your problem might be.
In
def registerNoesisTypes():
this line's required: noesis.logPopup()
#print("TexFinalPath: ", cnt, " ", texFinalPath)
to find out what your problem might be.
In
def registerNoesisTypes():
this line's required: noesis.logPopup()
