(uvs? well, don't seem to be contained in the FVF block.)
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- Tue Oct 17, 2017 8:01 pm
- Forum: 3D/2D models
- Topic: Ninja Gaiden Sigma 2 Model Format
- Replies: 84
- Views: 32172
Re: Ninja Gaiden Sigma 2 Model Format
point cloud for e_bni_a-XBOX.gmd looks ok - problem is to find the suiting face indices block:
gosh, of course it was the last possible address - while I was starting from the lowest. 
(uvs? well, don't seem to be contained in the FVF block.)
(uvs? well, don't seem to be contained in the FVF block.)
- Tue Oct 17, 2017 6:48 pm
- Forum: 3D/2D models
- Topic: Ninja Gaiden Sigma 2 Model Format
- Replies: 84
- Views: 32172
Re: Ninja Gaiden Sigma 2 Model Format
I hope that long winded mess helps yep, thx! Now I'd need to know what exactly you want to achieve? Getting a mesh/obj file from NG Sigma 2, right? So far I used AFSExplorer to export a .tmc file from chr_ayane.afs . AFS.jpg But when using the io_import_TMC-GMD.py with blender it imported nothing: ...
- Mon Oct 16, 2017 8:20 pm
- Forum: 3D/2D models
- Topic: Ninja Gaiden Sigma 2 Model Format
- Replies: 84
- Views: 32172
Re: Ninja Gaiden Sigma 2 Model Format
Your post is full of riddles for me.:D I was checking Noesis and apparently a stealth feature got added for Ninja Gaiden 2, bones/vertex weights now work, what are you talking about? Which script? Which stealth feature? (You mean the format is handled internally?) The NGS2 files look really close to...
- Sat Oct 14, 2017 10:18 am
- Forum: 3D/2D models
- Topic: Frogger 3D .MAP
- Replies: 22
- Views: 6779
Re: Frogger 3D .MAP
I have the UV data but for simplicity's sake I've been using vt 0,0 for the time being. bad idea In blender for example, in the uv image editor you can load a texture (in newer versions of blender you may need to create a material before) but you'll need a proper uv map for that. With all vt being ...
- Sat Oct 14, 2017 10:04 am
- Forum: 3D/2D models
- Topic: JOB: Fist of the North Star Ken's Rage 1 or 2 Models
- Replies: 16
- Views: 7030
Re: JOB: Fist of the North Star Ken's Rage 1 or 2 Models
looks like you missed:
"make a copy of 000_Kenshiro_base_mdl.bin and rename it to 000_Kenshiro_base_mdl.bin.dec"
(I had edited that line later into my post, maybe in your browser's cache there's the old version of my post?)
"make a copy of 000_Kenshiro_base_mdl.bin and rename it to 000_Kenshiro_base_mdl.bin.dec"
(I had edited that line later into my post, maybe in your browser's cache there's the old version of my post?)
- Fri Oct 13, 2017 9:40 pm
- Forum: 3D/2D models
- Topic: Rayman Raving Rabbids .mesh
- Replies: 22
- Views: 5618
Re: Rayman Raving Rabbids .mesh
thanks! The face indices are still a riddle, though.
I wouldn't know where the "trick" should be?
The sequence 0100000003001A00 for example is contained 120 times with an offset of 20
so might be a good idea to skip it.
yeah, seems I'm on the right track, but tired now:
I wouldn't know where the "trick" should be?
The sequence 0100000003001A00 for example is contained 120 times with an offset of 20
so might be a good idea to skip it.
yeah, seems I'm on the right track, but tired now:
- Fri Oct 13, 2017 5:30 pm
- Forum: 3D/2D models
- Topic: JOB: Fist of the North Star Ken's Rage 1 or 2 Models
- Replies: 16
- Views: 7030
Re: JOB: Fist of the North Star Ken's Rage 1 or 2 Models
well, that's not "dumb" - most people don't know the importance of a working sample (and sometimes there isn't any) anyways, I've a workaround for your not working sample (mesh only, the texture is wrong): you need to use any working texture and rename it to 000_kenshiro_base_tex.g1t , mak...
- Fri Oct 13, 2017 1:08 pm
- Forum: 3D/2D models
- Topic: JOB: Fist of the North Star Ken's Rage 1 or 2 Models
- Replies: 16
- Views: 7030
Re: JOB: Fist of the North Star Ken's Rage 1 or 2 Models
blender error: Traceback (most recent call last): Rule for Traceback errors in blender scripts: generally noone else than the author himself can understand/solve them. If you have a working sample (that doesn't cause that traceback error) there's a small chance to analyse what goes wrong with the n...
- Wed Oct 11, 2017 3:46 pm
- Forum: 3D/2D models
- Topic: London Racer: Destruction Madness Car Parts Coordinates
- Replies: 3
- Views: 1118
Re: London Racer: Destruction Madness Car Parts Coordinates
im found parameters that i needed,but i dont know how to read them you're speaking in riddles, want to keep things secret? :D (edit: correction, see my note at the end) well, from what I see here: classiccoupe.jpg I'd guess you're missing the offsets for the parts, don't you? Then you need to learn...
- Wed Oct 11, 2017 11:59 am
- Forum: 3D/2D models
- Topic: London Racer: Destruction Madness Car Parts Coordinates
- Replies: 3
- Views: 1118
Re: London Racer: Destruction Madness Car Parts Coordinates
Hi all,i have extracted models from that game but offsets for car parts in CNT files,and i dont know how to read them,what metrics and etc. so you would like to leave the annoying part of analysing to the audience? :D In my experience that doesn't work, usually. Noone likes to start from scratch to...
- Tue Oct 10, 2017 9:44 pm
- Forum: 3D/2D models
- Topic: Rayman Raving Rabbids .mesh
- Replies: 22
- Views: 5618
Re: Rayman Raving Rabbids .mesh
a simpler .mesh file is required, such as a book, a chest, a plank or a box for example
- Sun Oct 08, 2017 7:27 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294215
Re: Extracting simple models
Increasing the FI count above 111 causes the faces to go all over the place, I dont understand why.. look into the test.obj - contains non valid vertices in that case - the FI numbering is sorted in a special way maybe? you can try to comment out all faces whose indices are above 1243: muja_head.jp...
- Sun Oct 08, 2017 6:52 pm
- Forum: 3D/2D models
- Topic: exporter maxscript for 3dsmax
- Replies: 3
- Views: 1135
Re: exporter maxscript for 3dsmax
You don't need to pay money to get the models if you use hex2obj:
- Sun Oct 08, 2017 5:28 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294215
Re: Extracting simple models
I can see a promising part of a surface here:
(seems there's not more than 1243 valid vertices up to 0xE0D3)
- Sat Oct 07, 2017 8:35 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294215
Re: Extracting simple models
Got it down now. Great! :) (One of a thousand who understands how to use the tool. :D ) Only UVs have some unwanted long lines. yep, have a look at testUVs.obj - that's strange... [...] v 0.902396 0.752382 0.0 v 0.646514 0.752329 0.0 v -43.591232 42.195259 0.0 v -44.017876 42.181988 0.0 v -44.09262...
