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- Wed Jul 25, 2018 11:26 pm
- Forum: 3D/2D models
- Topic: [help] samurai shodown sen .k2mp
- Replies: 1
- Views: 588
Re: [help] samurai shodown sen .k2mp
I want to modify .k2mp models and replace model files. that's not a simple task, except you try it for static models and your change does NOT increase the vertex count (Is there any 3d model to K2MP converter already?) I don't know much about the script. the script is easy to understand up to the l...
- Mon Jul 23, 2018 6:48 pm
- Forum: 3D/2D models
- Topic: GoW Models (PS4)
- Replies: 66
- Views: 23138
Re: GoW Models (PS4)
scaling of the lower body is a little bit tricky:
- Mon Jul 23, 2018 10:11 am
- Forum: 3D/2D models
- Topic: GoW Models (PS4)
- Replies: 66
- Views: 23138
Re: GoW Models (PS4)
In the MG_heroa00_0 file (forget the "..._gpu" below the picture!) I found the counts for the arms and the upper body from my previous post (FI count 42600 instead of 42597, though), and much better, the FI start addresses (blue rectangle) and vertex block start addresses (red rectangle): ...
- Sat Jul 21, 2018 5:37 pm
- Forum: 3D/2D models
- Topic: GoW Models (PS4)
- Replies: 66
- Views: 23138
Re: GoW Models (PS4)
but if it's easy enough to separate the default mesh and it's associated textures, would be very grateful to get that uploaded. Didn't care for textures but if you've patience enough you can get the basic meshes yourself using hex2obj (head uncomplete so far): MG_heroa00_0_gpu.jpg H2O files for upp...
- Sat Jul 21, 2018 6:35 am
- Forum: 3D/2D models
- Topic: Please help me obtain Bullet Witch assets
- Replies: 25
- Views: 5332
Re: Please help me obtain Bullet Witch assets
thanks!Resiliaxia wrote:Yeah even Alicia but I cleaned her up
What about these lines? They make the blender 2.75 wavefront obj importer stop working:
vt 1.#INF00 1.#INF00 0.000000
(replacing by vt 0.0 0.0 0.0
works, where the last 0.0 is superfluous btw)
- Sat Jul 21, 2018 6:20 am
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294215
Re: Extracting simple models
in noesis, how to skip junk data like texture path at the beginning of If the length of this path is before it? path is: player\texture\eye\eye_brown_d.dds and before is 24 00 00 00 - it's a length of the path, how can I use this length to skip this amount of bytes for now? You need to use relative...
- Fri Jul 20, 2018 11:05 pm
- Forum: Tutorials
- Topic: Noesis tutorial Basic Model
- Replies: 75
- Views: 85264
Re: Noesis tutorial Basic Model
bs = NoeBitStream(data)
lenStr = bs.readUShort()# 2 bytes for length of pathstring
bs.seek(lenStr, NOESEEK_REL)# skip path
for one byte string length use lenStr = bs.readByte()
for DWORD (4 bytes) string length use lenStr = bs.readInt()
(not tested but should work)
lenStr = bs.readUShort()# 2 bytes for length of pathstring
bs.seek(lenStr, NOESEEK_REL)# skip path
for one byte string length use lenStr = bs.readByte()
for DWORD (4 bytes) string length use lenStr = bs.readInt()
(not tested but should work)
- Fri Jul 20, 2018 12:28 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294215
Re: Extracting simple models
So any advice on this would be greatfully usefull! Noesis, maxscript? Why not use python with ModelResearcher (MR)? http://lazov.ru/mr/tutorial.php?name=tut_mr_scripts (I did not use it but if you're using MR it would make sense.) Anyways, here's a Noesis script to just load ellis_head (the eyeball...
- Wed Jul 18, 2018 2:56 pm
- Forum: 3D/2D models
- Topic: mat and mol files how to open them
- Replies: 2
- Views: 758
Re: mat and mol files how to open them
mol: contains strings "root", "head", "body", "tail_fin"
Looks like a skeleton file. (There was a thread about the sdru meshes about two years ago but I don't think that someone will care for the skeletons.)
Looks like a skeleton file. (There was a thread about the sdru meshes about two years ago but I don't think that someone will care for the skeletons.)
- Wed Jul 18, 2018 10:23 am
- Forum: 3D/2D models
- Topic: .res to .obj format (wii)
- Replies: 4
- Views: 1459
Re: .res to .obj format (wii)
Faces appear to be incomplete
but I wouldn't bother since I don't think that the threadopener will ever return. 
btw: it's not a quads problem; looks as if face culling were "on", but isn't
btw: it's not a quads problem; looks as if face culling were "on", but isn't
- Sat Jul 14, 2018 10:59 am
- Forum: 3D/2D models
- Topic: require scripts to extract these ps3 models . who can?
- Replies: 2
- Views: 863
Re: require scripts to extract these ps3 models . who can?
WHY do you open a second thread for it?
Here is a tool (exe in zip file, with source)
viewtopic.php?f=29&t=15955&p=141900&hil ... 2C#p141900
Yes, it's for Super Hero Generation, scroll up in the tool's lower right listbox to SHGen.
Here is a tool (exe in zip file, with source)
viewtopic.php?f=29&t=15955&p=141900&hil ... 2C#p141900
Yes, it's for Super Hero Generation, scroll up in the tool's lower right listbox to SHGen.
- Fri Jul 13, 2018 5:09 pm
- Forum: 3D/2D models
- Topic: Resident Evil: Outbreak room meshes (.nbd)
- Replies: 10
- Views: 7340
Re: Resident Evil: Outbreak room meshes (.nbd)
Years later (as a designated member of the riders-of-dead-horses-club) I feel obliged to contribute some room correction feature; it may be a little bit confusing, but works (for room r0150100.AMO at least), better than copying 115 positions by hand, imho: PS2 Resident Evil Outbreak ----------------...
- Fri Jul 13, 2018 3:52 pm
- Forum: 3D/2D models
- Topic: Resident Evil Outbreak Noesis script
- Replies: 27
- Views: 6209
Re: Resident Evil Outbreak Noesis script
well, I really can't believe it: it was just a matter of those damned indices, just a shift of three, how annoying, senseless, time-wasting: r0150100-ok.jpg I've added a description of How-to-move-those-d'-rooms here: http://forum.xentax.com/viewtopic.php?f=16&t=9923&p=142224&hilit=PS2+R...
- Thu Jul 12, 2018 10:35 pm
- Forum: 3D/2D models
- Topic: Resident Evil Outbreak Noesis script
- Replies: 27
- Views: 6209
- Thu Jul 12, 2018 8:03 pm
- Forum: 3D/2D models
- Topic: Resident Evil Outbreak Noesis script
- Replies: 27
- Views: 6209
Re: Resident Evil Outbreak Noesis script
This one should work for you (R0150100 only) since you seem to have the correct mesh order in blender: You need to find a method to get the bone positions into the arrays ; i use 'C' so far, but the code/handling is not user friendly edit: I've shifted the coords in the arrays by three to the left! ...
