"parsed it"? Looks like autocreating face indices - not reading them from a gmi file (as I thought you did)?
That's the reason why there's no shifting of indices (f1=f2; f2=f3) at the end -
compare here:
viewtopic.php?f=16&t=12804&p=116369&hil ... te#p116369
Search found 3464 matches
- Sat May 21, 2016 1:20 pm
- Forum: 3D/2D models
- Topic: Yoru no nai Kuni - .g1m file extraction
- Replies: 16
- Views: 6572
- Sat May 21, 2016 10:37 am
- Forum: 3D/2D models
- Topic: Yoru no nai Kuni - .g1m file extraction
- Replies: 16
- Views: 6572
Re: Yoru no nai Kuni - .g1m file extraction
If it is a tri strip then where is the delimiters? be informed that there's tristrip formats which don't use a delimiter (0xFFFF) in face indices blocks. Looking at PC00F_MODEL_P_M_BodyALL_FR_xScAlphaTest.g1m there's no delimiter - but it's tristripped face indices. (You could easily check it using...
- Sat May 21, 2016 7:08 am
- Forum: 3D/2D models
- Topic: .hgs model file conversion
- Replies: 16
- Views: 3474
Re: .hgs model file conversion
Once you've found out that the FVFsize (vertex stride) is 56 here the format appears to be pretty simple:
- Fri May 20, 2016 11:56 am
- Forum: 3D/2D models
- Topic: Dust 514 Models and Textures
- Replies: 7
- Views: 2187
Re: Dust 514 Models and Textures
for the face indices, I guess? How did you get them?zaramot wrote:it's using edge compression,
Noesis is the only tool I know which handles edge compression:
Code: Select all
edgeDecomp = rapi.decompressEdgeIndices(edgeData, indexCount)- Thu May 19, 2016 8:58 pm
- Forum: 3D/2D models
- Topic: Trine 1 / 2 / 3 .fbm .s3d model importer
- Replies: 16
- Views: 4650
Re: Trine 1 / 2 / 3 .fbm .s3d model importer
startaddress of face indices probably wrong - use 0x10B56 for the body, 0x173a3 for the bow
- Tue May 17, 2016 9:09 am
- Forum: 3D/2D models
- Topic: Havok binary files
- Replies: 104
- Views: 26906
Re: Havok binary files
Does anyone know what can be done about these? if it's about the skeleton only it can be extracted manually from the hkx file from my experience: DarkSoulsIII_skel.jpg save code as smd file: version 1 nodes 0 "Master" -1 1 "Lower_Root" 0 2 "Pelvis" 1 3 "bag_B_L" 2 4 "bag_b_R" 2 5 "bag_L" 2 6 "bag_R...
- Mon May 16, 2016 5:17 am
- Forum: Graphic file formats
- Topic: Please bin to dds
- Replies: 6
- Views: 2705
Re: Please bin to dds
if you've some coding skills you could try out the MS DirectX SDK:
(did few changes to the project; but no adding of DDS headers so far)
- Sun May 15, 2016 9:07 pm
- Forum: 3D/2D models
- Topic: Importing .gai animation [PS2] - here comes a new challeng
- Replies: 7
- Views: 1674
Re: Importing .gai animation [PS2] - here comes a new chal
I used IDA software to disassemble the .gai and found something that reminds me of an index well, creative (or funny?) idea to use IDA for such :D The offsets in red seem to be the index for different offsets on the table you've found. And some (but not all) of the addresses on the second column ( ...
- Sat May 14, 2016 7:58 pm
- Forum: 3D/2D models
- Topic: Importing .gai animation [PS2] - here comes a new challeng
- Replies: 7
- Views: 1674
Re: Importing .gai animation [PS2] - here comes a new chal
Would it be too much to ask you if you could write one? On a quick glance there's too many unknowns. In 5875_00_01_00.gai for example at 0xE76 there's an index table interrupted 22 times by 0102010601 offset 0F3E 0001 010102010601 72 61 0000 offset 1BA6 0001 010102010601 60 BF 0000 offset 0x2220 00...
- Sat May 14, 2016 12:31 pm
- Forum: 3D/2D models
- Topic: PS3 BFMDL header
- Replies: 7
- Views: 1837
Re: PS3 BFMDL header
agg_00_model.bin [..] offset 15768 3151 - triangle count, 6787 - vertice count I don't find these values in the file. This list doesn't help very much without the suiting fpk file, does it? Also I'm not very motivated to restart with this topic half a year later. What about the seriousness you purs...
- Fri May 13, 2016 9:31 am
- Forum: 3D/2D models
- Topic: Importing .gai animation [PS2] - here comes a new challeng
- Replies: 7
- Views: 1674
Re: Importing .gai animation [PS2] - here comes a new chal
Kkkk a slight banter, but I really meant it, you're one of the best I've ever seen extracting animations (no jokes this time :D ). It's the title "animation genius" which you used so unwise, hahaha. There's only one animation genius in this forum, MrAdults, just to keep you informed :D. The other, ...
- Fri May 13, 2016 12:07 am
- Forum: 3D/2D models
- Topic: Importing .gai animation [PS2] - here comes a new challeng
- Replies: 7
- Views: 1674
Re: Importing .gai animation [PS2] - here comes a new chal
and the animation genius mr. shakotay2 tried to extract animation's from a chinese Saint Seiya game and we did not succeed :( I feel the slight banter, but it doesn't hurt me, doesn't hurt me - today :D Anyway, 0252_01h.gmi bone names contain too much "hair", too less "finger", (is it "tip?", then ...
- Wed May 11, 2016 9:29 pm
- Forum: Game Archive
- Topic: Forza Apex database - gamedb.slt
- Replies: 10
- Views: 3759
Re: Forza Apex database - gamedb.slt
offzip doesn't find any valid zip data
you might try a comtype scan using quickbms:
viewtopic.php?f=16&t=13222&p=108886&hil ... an#p108886
you might try a comtype scan using quickbms:
viewtopic.php?f=16&t=13222&p=108886&hil ... an#p108886
- Wed May 11, 2016 8:51 pm
- Forum: 3D/2D models
- Topic: Danganronpa Another Episode Model Formats
- Replies: 4
- Views: 2258
Re: Danganronpa Another Episode Model Formats
thx - here's what I've found on a quick glance:
- Wed May 11, 2016 8:00 am
- Forum: 3D/2D models
- Topic: Danganronpa Another Episode Model Formats
- Replies: 4
- Views: 2258
Re: Danganronpa Another Episode Model Formats
I'd share some of the files, but last time I checked this isn't allowed. how should this forum work if noone uploaded a sample? It's a matter of counts and size, imho. Should be ok if you uploaded a small sample of each filetype. (But - as always in life - there's some guys who don't understand the...
