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- 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"...
- 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:
(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.)
(The tricky part would be where to place the g submesh_x lines exactly.)
- Fri Jun 01, 2018 10:48 am
- Forum: 3D/2D models
- Topic: GoW Models (PS4)
- Replies: 66
- Views: 23138
- 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
- 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:
- 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)
point cloud gives me some feeling of a deja vue:Mario123311 wrote:Anything regaurding the nxf files?
"at least"? How do you think this could be easy?I'm curious if this is possible to convert back into a softimage XSI at least
btw, there's no XSI file in your upload.
- 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:
- 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...
- 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...
- 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.)
viewtopic.php?f=10&t=13501&hilit=fmt_tr2_mesh_1_
(Including support for bones and weights, iirc.)
- 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...
- 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...
- 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:
- 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 ...
- 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...
