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Search found 4134 matches
- Fri Sep 28, 2018 8:38 pm
- Forum: 3D/2D models
- Topic: Kinect Star Wars .smf
- Replies: 39
- Views: 16677
Re: Kinect Star Wars .smf
Here's the new Make_H2O.exe plus readme: Make_H2O-KinectStarwarsNew.zip Make_H2O needs a dll from the zip here: https://forum.xentax.com/viewtopic.php?f=16&t=11436&p=111156&hilit=who+would+request#p111156 (py script for blender also contained, the pattern FFFFFFFF in smfs, mentioned in t...
- Fri Sep 28, 2018 8:34 pm
- Forum: 3D/2D models
- Topic: Kinect Star Wars .smf
- Replies: 39
- Views: 16677
Re: Kinect Star Wars .smf
well, for some funny reason I compiled the source and it worked with the sail_barge.smf (must have done some change without a note):
- Fri Sep 28, 2018 5:54 pm
- Forum: 3D/2D models
- Topic: Kinect Star Wars dfm
- Replies: 36
- Views: 12228
Re: Kinect Star Wars dfm
Hi CZW,
I've answered in the above linked smf thread.
I've answered in the above linked smf thread.
- Fri Sep 28, 2018 5:52 pm
- Forum: 3D/2D models
- Topic: Kinect Star Wars .smf
- Replies: 39
- Views: 16677
Re: Kinect Star Wars .smf
well, three years later - new models to come. Seems the Make_H2O tool needs some patching; the face indices start address is deadly wrong, and FVF is 40 instead of 36 here:
- Fri Sep 28, 2018 5:03 pm
- Forum: 3D/2D models
- Topic: JX3 HD Remake 剑网3 (.dat files)
- Replies: 92
- Views: 23719
Re: JX3 HD Remake 剑网3 (.dat files)
I didn't find face indices in the orgUncompressed folder at a first glance.
Here's some file types in the orgCompressed folder:
Here's some file types in the orgCompressed folder:
- Fri Sep 28, 2018 4:44 pm
- Forum: 3D/2D models
- Topic: List of games that you can extract 3d models from !
- Replies: 135
- Views: 267453
Re: List of games that you can extract 3d models from !
Is there a list of games we can 'Import' Models into? Not to my knowledge. But you can just search for games where the model format was fully analyzed, i.e. where each byte of a model file is known, or more precise where all the hex data is "translated" into structures. In this case it wo...
- Fri Sep 28, 2018 8:04 am
- Forum: 3D/2D models
- Topic: Kinect Star Wars dfm
- Replies: 36
- Views: 12228
Re: Kinect Star Wars dfm
Does this tool not work? https://forum.xentax.com/viewtopic.php? ... xt#p111156
Was made for big endian, afair.
(static models only, no chars (not tested), no anims)
Was made for big endian, afair.
(static models only, no chars (not tested), no anims)
- Thu Sep 27, 2018 8:40 am
- Forum: 3D/2D models
- Topic: (Xbox) Crimson Skies High Road to Revenge plane models (.x)
- Replies: 72
- Views: 16144
Re: (Xbox) Crimson Skies High Road to Revenge plane models (
For me, I simply added this line rapi.rpgBindUV1BufferOfs(VertBuff, noesis.RPGEODATA_SHORT, 32, 16) where I have to change uv1 offset (16) manually. Don't have the time to change the code to automatically detect the offset (sometimes uv1 offset is 20). At 24 maybe other channel, such as for destruct...
- Thu Sep 27, 2018 8:18 am
- Forum: 3D/2D models
- Topic: (Xbox) Crimson Skies High Road to Revenge plane models (.x)
- Replies: 72
- Views: 16144
Re: (Xbox) Crimson Skies High Road to Revenge plane models (
And here's what I got for the body: devastator-body.jpg the H2O file: 0x311B4 4080 Vb1 32 16 0x1B89F 1104 020300 0x0 255 You could add texture/submesh support to Noesis; I remember having done this using materials: matName = ["0", "1", "2", "3", "4",...
- Thu Sep 27, 2018 8:13 am
- Forum: 3D/2D models
- Topic: (Xbox) Crimson Skies High Road to Revenge plane models (.x)
- Replies: 72
- Views: 16144
Re: (Xbox) Crimson Skies High Road to Revenge plane models (
I´ve every submesh and object in Unity. it´s really easy when you are on a full game engine: https://i.imgur.com/LilcBgn.png That's cool! :) I´ve uploaded two main textures of that model Thanks! In hex2obj i see the uv: https://i.imgur.com/OLap7p9.png yeah, I'd to zoom (and rotate it) to make it fi...
- Wed Sep 26, 2018 6:47 pm
- Forum: 3D/2D models
- Topic: (Xbox) Crimson Skies High Road to Revenge plane models (.x)
- Replies: 72
- Views: 16144
Re: (Xbox) Crimson Skies High Road to Revenge plane models (
I didn´t know howto make a submesh in noesis it was my first time doing a plugin and first time in python, i only copied stuff from others plugin. There is any documentation?? Not for details, afaik. There's noesis\plugins\python\ __NPReadMe.txt noesis\plugins\python\ __NPExample.txt and a header f...
- Wed Sep 26, 2018 3:43 am
- Forum: 3D/2D models
- Topic: Fate Extella PsVita *.mdl files
- Replies: 29
- Views: 10909
Re: Fate Extella PsVita *.mdl files
Hello, I am trying to apply materials to the MDL files of fate extella link, when I go into noesis my model has 7 materials, all of which have textures, but aren't linked for some odd reason. you guys! :D Why not just print out the texture path in Noesis? It uses ".mxt" as texture extensi...
- Tue Sep 25, 2018 6:43 pm
- Forum: 3D/2D models
- Topic: (Xbox) Crimson Skies High Road to Revenge plane models (.x)
- Replies: 72
- Views: 16144
Re: (Xbox) Crimson Skies High Road to Revenge plane models (
It´s very incomplete and without normals,uvs or texture support. Getting uvs: rapi.rpgBindUV1BufferOfs(VertBuff, noesis.RPGEODATA_SHORT, 32, 20) (uvs2 assumed to be located at 24). This is the sample where uvs are correct? I didn't get your size problem; you'd need to upload the concerning sample a...
- Sun Sep 23, 2018 10:20 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294215
Re: Extracting simple models
vertex color support in a vertex block? hex2obj was meant to support simple model formats only. Advanced features such as "Vertex colors" are supposed to be handled by code or in a script (maxscript/python), imho. Main reason is that hex2obj deals with Wavefront *.obj files, this format i...
- Sat Sep 22, 2018 7:41 am
- Forum: 3D/2D models
- Topic: Valkyria Revolution (.MLX, .HMD, .MXE)
- Replies: 7
- Views: 2151
Re: Valkyria Revolution (.MLX, .HMD, .MXE)
anyways, the H2O files (with 2 corrections for vAddr and FVFSize, 72 instead of 68): WM_AXE_101A.MLX_13 submeshes.zip btw: you don't load each H2O as a single file; instead you should use the hex2obj , SaveAs Mmesh option! Then in blender, you need a script like this one to import all .obj in a fold...
