how should anyone help you without having the model sample?
Probably your ripped model doesn't contain uv data.
Don't remember it for max but in blender you could do an automatic unwrap then.
Problem is that the texture images won't fit to the autocreated uv map in 99.9% of the cases.
Search found 3464 matches
- Sat Sep 10, 2016 8:20 am
- Forum: 3D/2D models
- Topic: 3ds max Star wars Bf3 & NINJARIPPER unwrap data missing!?
- Replies: 9
- Views: 1725
- Sat Sep 10, 2016 8:10 am
- Forum: 3D/2D models
- Topic: 《Gun Disassembly 2》Offzip extract on some of the DAT file
- Replies: 8
- Views: 1457
Re: 《Gun Disassembly 2》Offzip extract on some of the DAT fil
I used hex2obj (view link in my sig)m545891031 wrote:, how did you do it?
If you don't know maxscript you'll need someone to code it for you.How to open these files with 3Dmax?
- Sat Sep 10, 2016 7:59 am
- Forum: 3D/2D models
- Topic: [solved] Exporting bones & animation to FBX
- Replies: 26
- Views: 4429
Re: Exporting bones & animation to FBX
and hierarchy. But I don't understand how it (generally) would look like in binary data. here's the hierarchy table with the parent IDs from a brawler hkx file (starting at 0x2DE with FFFF = -1): bones_hierarchy_Brawler.jpg But it's not always like that. Often the parent ids are located before the ...
- Sat Sep 10, 2016 7:08 am
- Forum: 3D/2D models
- Topic: [solved] Exporting bones & animation to FBX
- Replies: 26
- Views: 4429
Re: Exporting bones & animation to FBX
Hi majidemo, this is so GREAT. Really love to see someone who's truly engaged to understand how things work. Other than many other newcomers in this forum who are either just leeching or - not really better- permanently weeping for someone who helps them to get some 3D data analysed. (Where "help" m...
- Fri Sep 09, 2016 8:17 pm
- Forum: 3D/2D models
- Topic: 《Gun Disassembly 2》Offzip extract on some of the DAT file
- Replies: 8
- Views: 1457
- Fri Sep 09, 2016 9:08 am
- Forum: 3D/2D models
- Topic: Might and Magic X Legacy
- Replies: 20
- Views: 2944
Re: Might and Magic X Legacy
Sample animation should be here (shield bash file) no, is not, there's the py script for Homm6 gobj files and a gobj sample. ( shield_bash.dat is from MMX, isn't it?) Also we'd need the MMX skeleton before we can deal with animations. And as I wrote 4 weeks ago: "how should we know whether the [MMX...
- Tue Sep 06, 2016 10:30 am
- Forum: Game Archive
- Topic: Tales of Zestiria
- Replies: 28
- Views: 10500
Re: Tales of Zestiria
sry to interrupt you (see you're using this thread as kinda memo pad :D ) I modified chiri's C# code to directly import your uploaded .dat file: 0b8f_14.jpg There were 23 objects contained, most of them didn't provide proper vertices for some unknown reasons (FIs ok, so far). had to expand this line...
- Tue Sep 06, 2016 1:01 am
- Forum: Game Archive
- Topic: Tales of Zestiria
- Replies: 28
- Views: 10500
Re: Tales of Zestiria
Most confusing thread I've ever read. :D 1. it doesn't make sense to care for animation data as long as you don't have the skeleton, imho 2. give the .toanmb file some structure (search for "EDN_" for example) Offset 0 1 2 3 4 5 6 7 8 9 A B C D E F 0B20 30 80 00 00 CA 02 00 00 3A 01 00 00 90 00 00 0...
- Sat Sep 03, 2016 8:15 pm
- Forum: 3D/2D models
- Topic: Yulgang 2 BMS Script help
- Replies: 6
- Views: 1404
Re: Yulgang 2 BMS Script help
the script searches for ko-KR_0-mpk i which you didn't provide lines which (indirectly) causes the error: open FDDE mpki 1 from quickbms.txt : Open FOLDER NAME [FILENUM] [EXISTS] It opens a file for reading, practically it assigns a file number/id to an existent file that you want to use arguments: ...
- Sat Sep 03, 2016 12:07 pm
- Forum: 3D/2D models
- Topic: GI JOE: Rise of Cobra PS3 file compression?
- Replies: 16
- Views: 3832
Re: GI JOE: Rise of Cobra PS3 file compression?
I don't have that model but it looks like this formats uses relative face indices (FIs) for its submeshes (SMs). So you'll have to find out where the face indices for the next SM start (0x68BF4, other model !). Then you need to calculate the vertices start address for the next submesh: ActorModel_sc...
- Fri Sep 02, 2016 1:58 pm
- Forum: 3D/2D models
- Topic: GI JOE: Rise of Cobra PS3 file compression?
- Replies: 16
- Views: 3832
Re: GI JOE: Rise of Cobra PS3 file compression?
uvs are not in the FVF block - search for the first 000000FF after the vertex block; behind it the uv block starts:
(other model of Scarlett): btw: your friend is world famous Fatduck?
(other model of Scarlett): btw: your friend is world famous Fatduck?
- Wed Aug 31, 2016 7:44 pm
- Forum: 3D/2D models
- Topic: Please, help add animation to the blender2.49 script.
- Replies: 20
- Views: 3467
Re: Please, help add animation to the blender2.49 script.
We know it ! On video i show right animation well, how was this created then? I using blender script to load in blender wrencher.s3d and b3d. The script from Mariusz in blender 2.49b, right? Then i export fbx from blender. Which blender fbx plugin did you use? (The one from Campbell Barton for Blen...
- Wed Aug 31, 2016 12:46 pm
- Forum: 3D/2D models
- Topic: Please, help add animation to the blender2.49 script.
- Replies: 20
- Views: 3467
Re: Please, help add animation to the blender2.49 script.
thx - since we don't know how the attack sequence should look like it would be a good idea to test your script with a walk_anim, wouldn't it? How did you chose the sequence of bones? In the wrencher.b3d it starts with hip and ends with fingers_l_lower , so totally different from that in your fbx file.
- Wed Aug 31, 2016 7:34 am
- Forum: 3D/2D models
- Topic: Please, help add animation to the blender2.49 script.
- Replies: 20
- Views: 3467
Re: Please, help add animation to the blender2.49 script.
Nice script for testing skeletons! :) Sadly I can't load your Max scene because I'm limited to Max 2009 now. Could you show your bones hierarchy, please? Mine is like this but doesn't seem to work with your script correctly: 0 "blend_root" -1 1 "hip" 0 2 "tail_upper" 1 3 "tail_lower" 2 4 "tail_tip" ...
- Tue Aug 30, 2016 10:06 pm
- Forum: 3D/2D models
- Topic: Rolling Madness 3D .mesh files
- Replies: 3
- Views: 963
