Search found 4134 matches

by shakotay2
Mon Jun 04, 2018 9:33 am
Forum: 3D/2D models
Topic: Havok binary files
Replies: 105
Views: 37250

Re: Havok binary files

not really, but here's the skeleton (as .smd) from the DarkSouls3 hkx the HunterAP uploaded: # DarkSouls3.HKX version 1 nodes 0 "Master" -1 1 "L_Foot_Target2" 0 2 "L_Foot_Target1" 1 3 "L_Foot_Target" 2 4 "R_Foot_Target2" 0 5 "R_Foot_Target1"...
by shakotay2
Sat Jun 02, 2018 2:23 pm
Forum: 3D/2D models
Topic: Yakuza 6 (PS4) .gmd
Replies: 12
Views: 6262

Re: Yakuza 6 (PS4) .gmd

seems it's a matter of submeshing; you can extract ugly submeshes and fine ones, which need some combining:
c_cc_kiryu-gmd.jpg
(g submesh_x line every 1000 faces in the test.obj file)
(The tricky part would be where to place the g submesh_x lines exactly.)
by shakotay2
Fri Jun 01, 2018 10:48 am
Forum: 3D/2D models
Topic: GoW Models (PS4)
Replies: 66
Views: 23138

Re: GoW Models (PS4)

yep
by shakotay2
Fri Jun 01, 2018 8:20 am
Forum: 3D/2D models
Topic: GoW Models (PS4)
Replies: 66
Views: 23138

Re: GoW Models (PS4)

pm'ed you
by shakotay2
Thu May 31, 2018 11:14 pm
Forum: 3D/2D models
Topic: GoW Models (PS4)
Replies: 66
Views: 23138

Re: GoW Models (PS4)

here's what I got:
86-dat.jpg
by shakotay2
Tue May 29, 2018 7:19 pm
Forum: 3D/2D models
Topic: Pac-Man World 2 - (.ccc, & .nxf)
Replies: 4
Views: 1805

Re: Pac-Man World 2 - (.ccc, & .nxf)

Mario123311 wrote:Anything regaurding the nxf files?
point cloud gives me some feeling of a deja vue:
gnd_03_02-nxf.png
I'm curious if this is possible to convert back into a softimage XSI at least
"at least"? How do you think this could be easy?
btw, there's no XSI file in your upload.
by shakotay2
Sat May 26, 2018 10:36 am
Forum: 3D/2D models
Topic: WWE Day of Reckoning (GC) .ymg
Replies: 1
Views: 809

Re: WWE Day of Reckoning (GC) .ymg

point cloud was easy to get, face indices appear to be harder:
002_2-ymg.jpg
by shakotay2
Mon May 21, 2018 11:21 am
Forum: 3D/2D models
Topic: ---(Post for Deletion 1)
Replies: 1
Views: 1194

Re: Macross 30 - The Voices Across the Galaxy(Artdink´s .MDL

howfie released the sourec of his tool in this thread: http://forum.xentax.com/viewtopic.php?f=16&t=11681&hilit=macross You'll need include files (X_GAME library?) to get it compiled. As I wrote 4 years ago I did't dig too deep into this since my konig tool achieved good results (maybe not a...
by shakotay2
Sun May 20, 2018 7:36 pm
Forum: 3D/2D models
Topic: Ghostbusters the video game firehouse level
Replies: 2
Views: 1080

Re: Ghostbusters the video game firehouse level

Hi, .dante , .lvl and .sec contain ASCII text (open them in wordpad for example) but I can't seem to find mesh data: // DANTE compiled program 1 // File version 1684 // VM data size 34631 // VM code size //----------------------------------------------------------- BEGIN ASSUMPTIONS M "(void(@C...
by shakotay2
Sat May 19, 2018 5:03 pm
Forum: 3D/2D models
Topic: Tomb raider animations
Replies: 4
Views: 1843

Re: Tomb raider animations

dunno, at least you'll get a mesh with skeleton here using Gh0stBlade's fmt_TR2_mesh_1_5.py script with Noesis:
viewtopic.php?f=10&t=13501&hilit=fmt_tr2_mesh_1_

(Including support for bones and weights, iirc.)
by shakotay2
Fri May 18, 2018 3:57 pm
Forum: 3D/2D models
Topic: [Request]Hob game MDL converter
Replies: 59
Views: 11182

Re: [Request]Hob game MDL converter

the uvs for C_Batrabbit.mdl are at FVF pos 52 (dec). The FVF size (=vertex declar.?) is at file offset 0x648: 58 00 (8 bytes before start of vertices). It's claimed to be a skinned mesh so weights to be expected in the FVF block. But it looks like there's normals only (bi, or tangent, whatever) at o...
by shakotay2
Fri May 18, 2018 10:24 am
Forum: 3D/2D models
Topic: [Request]Hob game MDL converter
Replies: 59
Views: 11182

Re: [Request]Hob game MDL converter

here is a model from nonconvertible_v1.9_o with FVF size of 32: what exactly does happen (text of error message for example?) when you change the MeshSerializer_v1.9_o -> MeshSerializer_v1.100 for C_Frogbeast.mdl and try to load it into Qgre Meshy? The mesh format itself looks simple: C_Frogbeast.jp...
by shakotay2
Fri May 18, 2018 9:33 am
Forum: 3D/2D models
Topic: Pac-Man World 2 - (.ccc, & .nxf)
Replies: 4
Views: 1805

Re: Pac-Man World 2 - (.ccc, & .nxf)

point cloud in .hxf easily to be found but face indices are a little bit tricky:
ranger-hxf.jpg
by shakotay2
Mon May 14, 2018 11:21 pm
Forum: Tutorials
Topic: Extracting simple models
Replies: 493
Views: 294215

Re: Extracting simple models

Well then you can flip the UVs for the exported obj file only The buffer itself remains unchanged. Here's the float version for uvs from the Make_obj project. The flipping would have to be applied in any of those functions: void logUVs(DWORD addrUV, DWORD Vcnt, BYTE vStride) { char *pFBuf ; BYTE i ...
by shakotay2
Mon May 14, 2018 7:46 am
Forum: Tutorials
Topic: Extracting simple models
Replies: 493
Views: 294215

Re: Extracting simple models

I'm not sure if I understand correctly, but if the buffer is allocated and freed in these functions, I guess there'd be a lot of work to do. Maybe you should consider rewrite these functions and preserve only the data type convertion parts. The buffer is static and freed at the end of the applicati...