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- Sun May 13, 2018 5:33 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294215
Re: Extracting simple models
So you do all the works in every single function combination? Why not just read the vertices/UVs data to a temporary buffer and convert/copy them to the destination buffer? Then you need to process only one buffer if the flipping UVs option is chosen. well, a temporary buffer doesn't help. I use on...
- Sun May 13, 2018 4:43 pm
- Forum: 3D/2D models
- Topic: Request Script from Kamen Rider City Wars
- Replies: 28
- Views: 9789
Re: Request Script from Kamen Rider City Wars
this could be an animation file - maybe there's a separate file containing the skeleton? It's also possible that the skeleton data is at 0x1C8230. But wait, I don't see waist there, so: no. bonenames: JointRoot/Hip/Waist/Chest/Shoulder_R/ArmUp_R/ArmDown_R/Hand_R/HandArm_GRG00_R_A/HandArm_GRG00_R_B/H...
- Thu May 10, 2018 8:53 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294215
Re: Extracting simple models
well, I had the feeling I completely forgot about the positioning problem but then I realized that I answered here: http://forum.xentax.com/viewtopic.php?f=16&t=17962&p=139794&hilit=mgf#p139794 For that "flipping uvs" thingie I've to admit that it appears to be too hard to impl...
- Thu May 10, 2018 6:12 pm
- Forum: 3D/2D models
- Topic: Skyforge .bin
- Replies: 60
- Views: 20683
Re: Skyforge .bin
(sorry for the misspelling of your nick, akderebur, seems I was thinking of "academic" which is spelled "akademisch" in german.) well, seems I somehow grasped the "fourth" bikini from the body (starting at 0x0008). This is the result for the Geometry.bin uploaded by lxx...
- Thu May 10, 2018 5:47 pm
- Forum: Tutorials
- Topic: Make_obj (C source)
- Replies: 45
- Views: 29179
Re: Make_obj (C source)
here's an update to the code after akderebur gave some hint ('%" means: modulo, i.e. 5 % 3 is 2) Update of the code of the previous post (replacement for the for (i=0;i<SMcnt;i++) {...} loop ): void SM_of_Skyforge_loop(HWND hwnd, char szPathname[], DWORD dwStart) { char * pFBuf, *pTmp ; // , sz...
- Thu May 10, 2018 5:43 pm
- Forum: 3D/2D models
- Topic: Skyforge .bin
- Replies: 60
- Views: 20683
Re: Skyforge .bin
well, yes, inefficient, lol. I updated the code of my Make_obj - project. It was so simple, but I still don't understand about the 4 "cloth meshes". I also don't understand why I get 3 bodies. :D Have to think about it when I have some spare time. btw: nice to have someone like you here, a...
- Thu May 10, 2018 4:45 pm
- Forum: 3D/2D models
- Topic: Skyforge .bin
- Replies: 60
- Views: 20683
Re: Skyforge .bin
Great! But for the "cloth set" I found 4 meshes, so I guess the first one at 0x1F3E8 to be ignored when analysing? 0xDD86C 4470 # edit: well, this is "fake", accidentially grasped from the body Vb1 24 8 0x1F3E8 1071 020400 0x0 255 0xDD86C 4470 Vb1 24 8 0x5DBA8 1071 020400 0x0 255...
- Thu May 10, 2018 3:07 pm
- Forum: 3D/2D models
- Topic: [Model] .dхg format
- Replies: 7
- Views: 1290
Re: [Model] .dхg format
It takes a long time to edit the script for each model. creating a suiting script for all models takes even longer.. to repackage it back into the game. :[ you'll need a full format analysis for such How do I work with bones and animations? that can't be explained in short - you'll need many basics...
- Thu May 10, 2018 12:53 pm
- Forum: 3D/2D models
- Topic: [PAID] .lgo maxscript tool TOP/PKO 3D Model
- Replies: 11
- Views: 3817
Re: [PAID] .lgo maxscript tool TOP/PKO 3D Model
Hi Jenny, this is a research forum where people generally don't work for cash. Does someone in your team have coding experiences? If so I'd suggest to have a look at this thread where ofkings linked to a PKO Modelviewer in C#. (You could add debug/logging lines to the code so that you simply would g...
- Thu May 10, 2018 12:35 pm
- Forum: 3D/2D models
- Topic: [Model] .dхg format
- Replies: 7
- Views: 1290
Re: [Model] .dхg format
What can you advise for .dхg models so that I can view them all? (about correct view all models) (I also found that these models are cut in pieces. One model has several pieces .dхg) yeah, that's the reason why some models aren't displayed correctly by the Noesis script (which is not mine, maxeuwe ...
- Thu May 10, 2018 12:23 pm
- Forum: 3D/2D models
- Topic: Skyforge .bin
- Replies: 60
- Views: 20683
Re: Skyforge .bin
there are also models with FVF of 16 and 20. usually weapon models. i've extracted most of the models form Skyforge and saved .h2o files for most of them. so let me know if you need a h2o for a particular model. Thanks for your offer! But I think we need an overall solution that would require the a...
- Thu May 10, 2018 4:00 am
- Forum: 3D/2D models
- Topic: [Model] .dхg format
- Replies: 7
- Views: 1290
Re: [Model] .dхg format
The plugin you are talking about does not fit my game. The .dхg plugin is made for the AiSpace game, and they have different structures I tried to use the .dхg plugin, it can not open these sections and gives an error dunno, which models' sections you mean. If you had applied the patch in my post a...
- Wed May 09, 2018 7:25 pm
- Forum: 3D/2D models
- Topic: [Model] .dхg format
- Replies: 7
- Views: 1290
Re: [Model] .dхg format
found a point cloud but for some reason the face indices don't seem to fit: CM_00_011_02_000-dxg.jpg Don't have the time to care for but you might check this thread whether the formats are similar: http://forum.xentax.com/viewtopic.php?f=16&t=14391&p=118979&hilit=dxg#p118979 edit: well, ...
- Mon May 07, 2018 11:10 am
- Forum: 3D/2D models
- Topic: Request Script from Kamen Rider City Wars
- Replies: 28
- Views: 9789
Re: Request Script from Kamen Rider City Wars
Is there any way to convert the .prefab files to .fbx? With the armatures, if possible? fbx is the minor problem - import the above created obj into blender 2.75 or newer then export to fbx (you'll need the plugin io_scene_fbx from Campbell Barton and others for example; not sure whether it's conta...
- Sun May 06, 2018 6:26 pm
- Forum: 3D/2D models
- Topic: Need For Speed Porsche 2000 tracks .crp
- Replies: 9
- Views: 2236
Re: Need For Speed Porsche 2000 tracks .crp
would be a tedious task, I guess:
btw: don't use Strip for Fake face indices here; will freeze hex2obj
