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Search found 4134 matches
- Fri Mar 16, 2018 3:06 pm
- Forum: 3D/2D models
- Topic: Mr Bean PC Game (.3df and .plf)
- Replies: 18
- Views: 4235
Re: Mr Bean PC Game (.3df and .plf)
I tried tristrip on some meshes too but they look weird. Overall impression of racing01 looks ok to me with tristrips chosen. The extra faces might indicate that those tracks have some submesh dividing (just a wild guess). (Would be cool to have an automatic method of deleting those "superfluo...
- Fri Mar 16, 2018 1:30 pm
- Forum: 3D/2D models
- Topic: Mr Bean PC Game (.3df and .plf)
- Replies: 18
- Views: 4235
Re: Mr Bean PC Game (.3df and .plf)
yeah, I see:
0x391350 213875
Vb1
40 99
0x3E220 87150
041000
0x0 255
(uvs maybe at offset 24, but look a little bit weird)
Vb1
40 99
0x3E220 87150
041000
0x0 255
(uvs maybe at offset 24, but look a little bit weird)
- Fri Mar 16, 2018 1:04 pm
- Forum: 3D/2D models
- Topic: Grim Adventures of Billy and Mandy .jam
- Replies: 2
- Views: 1094
Re: Grim Adventures of Billy and Mandy .jam
I didn't give a great deal of research to this yeah. I know. :D But don't expect others to do it, then. There's interesting ASCII in the Billy.jam, though. Should not be too hard to transform it to smd or .x to get the skeleton: .?AVlogic_erRotTransCoordSys[28] LocalDrawingTransform[28] CoordSys { ...
- Fri Mar 16, 2018 12:07 pm
- Forum: 3D/2D models
- Topic: Mr Bean PC Game (.3df and .plf)
- Replies: 18
- Views: 4235
Re: Mr Bean PC Game (.3df and .plf)
you might try to get some point clouds: Racing01-3DF.jpg This is the H2O file for it: 0x391350 1000 Vb1 80 99 0x3E220 43574 040000 0x0 255 Copy the 6 lines into a txt file and name it whatever.h2o. Then load the racing01.3DF into hex2obj , same with the H2O file. (You need to toggle the upper right ...
- Thu Mar 15, 2018 7:31 pm
- Forum: 3D/2D models
- Topic: Game Emulator Project - Importing Models/Textures/Anims
- Replies: 5
- Views: 1497
Re: Game Emulator Project - Importing Models/Textures/Anims
Which python script did you use with Noesis? the one from deltaone which is based as he stated on the blender script from Szkaradek123 This is how it's looks when using Mariusz' script: aol_equ.jpg (yeah, pretty much less skin, this is like proper girls cloth themselves :D ) Though I'm a little bit...
- Thu Mar 15, 2018 7:13 pm
- Forum: 3D/2D models
- Topic: Unity .model
- Replies: 7
- Views: 2332
Re: Unity .model
Kewl. So any to go from there to a script? you'll need a formula to calculate the offset address of the vertex block. I came thus far: size of face indices block at 0x40: 0x4CF8 first address after FI block at 0x44 + 0x4CF8 = 0x4D3C DWORD 0x848= 2120, vertex count 0x4D40 +2120x32= 0x4D40 + 0x10900 ...
- Thu Mar 15, 2018 5:54 pm
- Forum: 3D/2D models
- Topic: Game Emulator Project - Importing Models/Textures/Anims
- Replies: 5
- Views: 1497
Re: Game Emulator Project - Importing Models/Textures/Anims
We need help with is imorting Dekaron's models/textures/texturepacks/animations into a Unity-compatible format. before you transform any 3D format into another u usually need to understand your source format, especially for anims it's hard to do. You should start with getting the skeleton (bone nam...
- Sat Mar 03, 2018 12:03 pm
- Forum: 3D/2D models
- Topic: Crash Bandicoot Nsane Trilogy Model .igz files
- Replies: 9
- Views: 5484
Re: Crash Bandicoot Nsane Trilogy Model .igz files
the igz files do have different contents, the one I chose looks like this:
(first submesh only, as always)
- Fri Mar 02, 2018 2:34 pm
- Forum: 3D/2D models
- Topic: Commander Jax from ELEX, a german Action RPG
- Replies: 0
- Views: 586
Commander Jax from ELEX, a german Action RPG
well, for one of my favorite science fantasy games made in germany, ELEX, I could get some mesh:
- Tue Feb 20, 2018 12:08 pm
- Forum: 3D/2D models
- Topic: F1 2016 iOS & Android Car and Track files [.xgm/.stm]
- Replies: 1
- Views: 836
Re: F1 2016 iOS & Android Car and Track files [.xgm/.stm]
not sure whether car format is the same
- Mon Feb 12, 2018 6:11 pm
- Forum: 3D/2D models
- Topic: KND OP V.I.D.E.O.G.A.M.E. .ROT Format
- Replies: 2
- Views: 931
Re: KND OP V.I.D.E.O.G.A.M.E. .ROT Format
the .rot file contains rotation and transition data of the skeleton only: RotTransCoordSys[34] LocalDrawingTransform[34] CoordSys { RotTransCoordSys "rootR" { Position -0.005029 -6.339650 70.022797 Orientation 0.000000 0.000000 0.707106 0.707107 LocalDrawingTransform 1.000000 0.000000 0.00...
- Mon Feb 12, 2018 6:01 pm
- Forum: 3D/2D models
- Topic: Neverwinter (MMO)
- Replies: 3
- Views: 1692
Re: Neverwinter (MMO)
https://github.com/PlumberTaskForce/MSET-Decompiler
you'll need Visual Studio (express) to compile this C# project.
(I'd suggest VS 2017; can't try it atm.)
you'll need Visual Studio (express) to compile this C# project.
(I'd suggest VS 2017; can't try it atm.)
- Sun Jan 28, 2018 3:15 pm
- Forum: 3D/2D models
- Topic: Harry Potter: Hogwarts Mystery .c3b
- Replies: 10
- Views: 6029
Re: Harry Potter: Hogwarts Mystery .c3b
checked for first submesh only:
- Fri Jan 19, 2018 5:29 pm
- Forum: 3D/2D models
- Topic: ChromeHounds MDL4 and SMD4 Formats
- Replies: 5
- Views: 1393
Re: ChromeHounds MDL4 and SMD4 Formats
supposed you're talking about LG_TL062_L01.smd ? One thing I noticed is that I can't seem to get the lower textbox under FVFsize to be disabled and locked at 0. Should be resolved by switching back and forth with the 'VB' button. And I can only get the mesh viewer to display if I change "noPtC&...
- Thu Jan 18, 2018 4:11 pm
- Forum: 3D/2D models
- Topic: Order & Chaos 2: Redemption terrains
- Replies: 4
- Views: 1530
Re: Order & Chaos 2: Redemption terrains
Texture itself is s PVR image, external file. ok, then, I didn't get this - I thought, the textures were included in the trn file. When you're talking about "sections" it's unclear whether it's related to the texture files or the trn files. Your question was how the textures are mapped to...
