Search found 3464 matches

by shakotay2
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

Re: 3ds max Star wars Bf3 & NINJARIPPER unwrap data missing!

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.
by shakotay2
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

m545891031 wrote:, how did you do it?
I used hex2obj (view link in my sig)
How to open these files with 3Dmax?
If you don't know maxscript you'll need someone to code it for you.
by shakotay2
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 ...
by shakotay2
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...
by shakotay2
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...
by shakotay2
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...
by shakotay2
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...
by shakotay2
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: ...
by shakotay2
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...
by shakotay2
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):
Scarlett_hi_dcn.jpg
btw: your friend is world famous Fatduck?
by shakotay2
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...
by shakotay2
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.
by shakotay2
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" ...
by shakotay2
Tue Aug 30, 2016 10:06 pm
Forum: 3D/2D models
Topic: Rolling Madness 3D .mesh files
Replies: 3
Views: 963

Re: Rolling Madness 3D .mesh files

blacky_broken_ase.jpg