Search found 3464 matches

by shakotay2
Mon May 09, 2016 10:41 pm
Forum: Game Archive
Topic: Forza Apex database - gamedb.slt
Replies: 10
Views: 3759

Re: Forza Apex database - gamedb.slt

TomWin wrote:This doesn't work
Forza Apex
invalid file format: look into the file - might be compressed.
This works
Forza Horizon 2 (Fast7 DLC)
Because it starts with "SQLite format 3".
by shakotay2
Sat May 07, 2016 10:55 am
Forum: 3D/2D models
Topic: Binary Domain / Yakuza (gmd) Noesis Script
Replies: 83
Views: 40181

Re: Binary Domain / Yakuza (gmd) Noesis Script

The old noesis script can import the geometry for most non-character models, but there's no UV mapping talking about gmd.py from exactly 4 years ago? Then that's not the whole truth. :D There's UV mapping, but not for all meshes. And adding the type 0xF4 to the script like such will show up more UV...
by shakotay2
Fri May 06, 2016 5:13 pm
Forum: 3D/2D models
Topic: Boiling Point: Road to Hell *.RF2
Replies: 10
Views: 2087

Re: Boiling Point: Road to Hell *.RF2

No, RF2 files contain all animations is absolute exactly. ok, do you know this from the rtf you've uploaded or from using the RF2_viewer? If the latter, could you try out the edit from my previous post? Also i'm can export one model to several files with differences in amounts of keyframes and anim...
by shakotay2
Fri May 06, 2016 2:32 pm
Forum: 3D/2D models
Topic: Boiling Point: Road to Hell *.RF2
Replies: 10
Views: 2087

Re: Boiling Point: Road to Hell *.RF2

Well, then maybe someone can tell me, where in this RF2 files is stored animation data? guess, there's no "Animation" data in your uploaded RF2 files (Actor folder). But you could search for "Bip" in KIR_GIRL_1.RF2 to find the bones, which are widely spread therein (up to 0xB49FC). (Not sure if you...
by shakotay2
Wed May 04, 2016 7:49 pm
Forum: Tutorials
Topic: Extracting simple models
Replies: 447
Views: 219098

Re: Extracting simple models

I scanned the file in steps of 4897*24 bytes, at no avail. Then I went backwards from 0x1D5B40, but from the data I saw that the FVFsize was different. I can't give general rules for such, it's creativity or something like that based on simple rules. For files with a size of 2 MB it could help to wr...
by shakotay2
Wed May 04, 2016 4:36 pm
Forum: Tutorials
Topic: Extracting simple models
Replies: 447
Views: 219098

Re: Extracting simple models

, i can only seem to find the UVs for the second (LOD1) lower resolution mesh. but it's not in the H2O in your zip, is it? Anyway, creating some kind of address map for that .mesh would help, I guess. Here's what I found so far: faith_1.jpg (maybe it's the uvs you found already, dunno) well aren't ...
by shakotay2
Tue May 03, 2016 2:34 pm
Forum: 3D/2D models
Topic: S.C.A.R.: Squadra Corse Alfa Romeo models
Replies: 2
Views: 951

Re: S.C.A.R.: Squadra Corse Alfa Romeo models

first submesh:
CAR10_C3.jpg
(replace 3945 by 4175)
by shakotay2
Mon May 02, 2016 5:03 pm
Forum: Tutorials
Topic: Extracting simple models
Replies: 447
Views: 219098

Re: Extracting simple models

daemon1 wrote:Just divide the full size of vertex/UV block by that, and you get FVF size.
yep, but in this special case that won't help. Look at 0x2C610 (3246x56) in magrope_skin.chunk and you'll see that you're "at the edge of nowhere".

How should anyone know that this is the "full size"?
by shakotay2
Sun May 01, 2016 11:30 pm
Forum: Tutorials
Topic: Extracting simple models
Replies: 447
Views: 219098

Re: Extracting simple models

OriginOfWaves wrote:could you explain how you got the FVF size?
it's a matter of patterns in most cases - here 3C 02 03 01
for example, which is repeated after 56 bytes
by shakotay2
Sun May 01, 2016 9:33 pm
Forum: 3D/2D models
Topic: Extracting models from Dirty Bomb
Replies: 10
Views: 2496

Re: Extracting models from Dirty Bomb

I won't bother but where's the UE SkelMesh Viewer from?
Virustotal says:
check.jpg
I used it in a VM, which I reinstall all 4..6 weeks, so I'm safe.
(and 'yes', it displays this amazing girl...)
by shakotay2
Sun May 01, 2016 8:48 pm
Forum: Tutorials
Topic: Extracting simple models
Replies: 447
Views: 219098

Re: Extracting simple models

guess, you mean "block mode" (such as vx,vy,vz, nx,ny,nz, tx,ty) because in hex2obj's "mixed mode" UVpos is 99 per definition and the uvs are in a separate block but 'yes', it's a known problem with hex2obj and there's an ugly workaround using the "mixed" instead of "block" mode: set UVpos to 99, se...
by shakotay2
Sun May 01, 2016 6:06 pm
Forum: 3D/2D models
Topic: Boiling Point: Road to Hell *.RF2
Replies: 10
Views: 2087

Re: Boiling Point: Road to Hell *.RF2

But me need import script with support bones and animations. that's not a "15 minutes job", so sry. There is screens how looks the official RF2Viewer: does this viewer have an export option (for skeleton bones etc.)? Is there an option to export the mesh? Guess noone will care just for "bones and a...
by shakotay2
Sun May 01, 2016 10:09 am
Forum: 3D/2D models
Topic: Boiling Point: Road to Hell *.RF2
Replies: 10
Views: 2087

Re: Boiling Point: Road to Hell *.RF2

start of counts (check it for other models!):
STS_hummer.jpg
by shakotay2
Sun May 01, 2016 9:31 am
Forum: 3D/2D models
Topic: Boiling Point: Road to Hell *.RF2
Replies: 10
Views: 2087

Re: Boiling Point: Road to Hell *.RF2

here's the script (will work with the door only, startaddress of FI's block 0x256 to be modified for other models): vertArray=#() faceArray =#() UVarray=#() function ReadModelFile fName= ( format "-- START READING MODEL FILE --\n" stream = fOpen fname "rb" -- Open the file for reading fSeek stream 0...
by shakotay2
Sun May 01, 2016 8:49 am
Forum: 3D/2D models
Topic: Boiling Point: Road to Hell *.RF2
Replies: 10
Views: 2087

Re: Boiling Point: Road to Hell *.RF2

Somebody can help me and create 3ds max import script? What exactly do you mean by "help"? Do you know maxscript? If so then read here: http://forum.xentax.com/viewtopic.php?f=16&t=11090&p=118039&hilit=maxscrript#p118039 (When modifying the script for RF2 you'll need to use readFloat insted of read...