Search found 4134 matches

by shakotay2
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...
by shakotay2
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:
Kratos.jpg
by shakotay2
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): ...
by shakotay2
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...
by shakotay2
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

Resiliaxia wrote:Yeah even Alicia but I cleaned her up
thanks! :)

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)
by shakotay2
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...
by shakotay2
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)
by shakotay2
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...
by shakotay2
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.)
by shakotay2
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
PoM1.jpg
but I wouldn't bother since I don't think that the threadopener will ever return. :D

btw: it's not a quads problem; looks as if face culling were "on", but isn't
by shakotay2
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.
by shakotay2
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 ----------------...
by shakotay2
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...
by shakotay2
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! ...