it's a function in my Make_obj project.
(Don't remember why I didn't provide an extractor; guess it just worked with that elephant only
and I had no interest to care for other models.)
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Search found 4134 matches
- Mon Sep 04, 2017 4:46 pm
- Forum: Game Archive
- Topic: Afrika PS3 Models (.RXM2)
- Replies: 8
- Views: 2813
- Sun Sep 03, 2017 1:29 pm
- Forum: 3D/2D models
- Topic: Project Gotham Racing 4 models (.pak_hrd)
- Replies: 40
- Views: 7276
Re: Project Gotham Racing 4 models (.pak_hrd)
well, then, seems this thread was the beginning of "all", so let's continue here. wheel model from "offzipped" .dat: wheel.JPG (end of FI's block is a little bit hard to track; uvs are looking weird) going to become tedious: https://www2.pic-upload.de/thumb/33858946/parts.jpg
- Sat Sep 02, 2017 8:25 pm
- Forum: 3D/2D models
- Topic: Help with Script to extract 3D Models from a .bin file PS2
- Replies: 5
- Views: 2625
Re: Help with Script to extract 3D Models from a .bin file P
I checked the point cloud of 01190 and it looked ok to me.
So it should be a matter of face indices.
Removed duplicate vertices and added autocreated face indices (tris, then strips) but at no avail.
Removed duplicate vertices and added autocreated face indices (tris, then strips) but at no avail.
- Sat Sep 02, 2017 1:01 pm
- Forum: 3D/2D models
- Topic: Help with Script to extract 3D Models from a .bin file PS2
- Replies: 5
- Views: 2625
Re: Help with Script to extract 3D Models from a .bin file P
Hello anyone could tell me if this Script works properly. speaking of PES2013DCMeshBinTo3ds.bms , obviously not. And I found these Scripts for QuickBMS well, that above mentioned script looks like a sibling of world "famous" WildArms3eememoryto3ds.BMS . Variables like snake, dragon and de...
- Fri Sep 01, 2017 8:26 pm
- Forum: 3D/2D models
- Topic: W40K Inquisitor Martyr [request]
- Replies: 2
- Views: 1490
Re: W40K Inquisitor Martyr [request]
simple format, many submeshes, up to 3 lods, I guess:
H2O file for first submesh:
0x3D63 1038
Vb1
32 16
0x1223 346
020100
0x0 255
0x3D63 1038
Vb1
32 16
0x1223 346
020100
0x0 255
- Thu Aug 31, 2017 11:21 pm
- Forum: 3D/2D models
- Topic: Trouble finding Faces data (Model researcher)
- Replies: 2
- Views: 1217
Re: Trouble finding Faces data (Model researcher)
... but i have trouble finding faces data... I wouldn't know, why. Search for 0000 0100 0200 and you're done (more or less): discoclub_dancer1-rgm.jpg since it's a simple format with floats the FVB block is expected to consist of vx,vy,vz, nx,ny,nz, tx,ty, where v: vertex, n: normals, t: texture co...
- Thu Aug 31, 2017 10:08 pm
- Forum: 3D/2D models
- Topic: Avengers Academy .ccz .c3b
- Replies: 61
- Views: 20462
Re: Avengers Academy .ccz .c3b
,i know what reverse anims it' hard,but it's only one thing what are left. no, it's not. You'll need the skeleton first before dealing with animations, without it doesn't make any sense for me. Dealing with the skeleton of c_FoggyNelson_L1_skin_v1.c3b is just a waste of time&life, again. :cry: ...
- Mon Aug 28, 2017 9:02 pm
- Forum: 3D/2D models
- Topic: PC Danganronpa Despair Girls .BNC, .BTX Help
- Replies: 25
- Views: 8550
Re: PC Danganronpa Despair Girls .BNC, .BTX Help
the format appears to be rather simple so I don't know why you don't care for yourself since I showed how to get the first submesh? There's some ugly extra faces, though, but I don't have the time to care for. pl00_ac_face_2SMs.jpg search for 0000 0100 0200 gives 5 finds where the first one is not v...
- Sun Aug 27, 2017 12:17 pm
- Forum: 3D/2D models
- Topic: Question Export . bin 3ds max
- Replies: 12
- Views: 3419
Re: Question Export . bin 3ds max
what is this? ran online animation?
I'm pretty sure you won't get any reply if you don't explain your problem.
Noone would start with animations if he did not have a mesh and a skeleton.
Do you have a skeleton?
(There's a good chance to get it from the .bin which you uploaded.)
I'm pretty sure you won't get any reply if you don't explain your problem.
Noone would start with animations if he did not have a mesh and a skeleton.
Do you have a skeleton?
(There's a good chance to get it from the .bin which you uploaded.)
- Fri Aug 25, 2017 9:27 am
- Forum: 3D/2D models
- Topic: Avengers Academy .ccz .c3b
- Replies: 61
- Views: 20462
Re: Avengers Academy .ccz .c3b
edit: H2O file for the body
0x25FF6 6750
Vb1
64 24
0x13E 2315
020000
0x0 255
0x25FF6 6750
Vb1
64 24
0x13E 2315
020000
0x0 255
- Thu Aug 24, 2017 2:59 pm
- Forum: 3D/2D models
- Topic: .43 files?
- Replies: 4
- Views: 2603
Re: .43 files?
from Silence, resources.assests (extracted with UABE or Unity Assets Explorer for example):
- Mon Aug 21, 2017 4:36 pm
- Forum: 3D/2D models
- Topic: TMNT Legends (Android) .dat .vap
- Replies: 5
- Views: 1637
Re: TMNT Legends (Android) .dat .vap
hundreds of submeshes:
- Fri Aug 18, 2017 5:53 pm
- Forum: 3D/2D models
- Topic: Dragon Ball Online [Renderware Engine] Models & Rigs
- Replies: 2
- Views: 1366
Re: Dragon Ball Online [Renderware Engine] Models & Rigs
but sadly his tool converts the .dff hex data to obj yes, too sad. Couldn't he have created an fbx format with a skeleton and the model already rigged? This lazy-bones! Anyways, here's a slightly extended version that's logging the offset addresses of verts, uvs and face indicies blocks. DBallExtra...
- Thu Aug 17, 2017 5:13 pm
- Forum: Game Archive
- Topic: Elite Dangerous
- Replies: 27
- Views: 13982
Re: Elite Dangerous
Hi, do anyone still researching the model files? not really/unfinished. I used the exe file from my ForzaHor3 project (which has EagleDeb in its drop down list) - view link in my sig - to create H2O files from Vulture-I0-00000000.dat then hex2obj-024d (menu File/SaveAs Mmesh) to get obj files. Most...
- Mon Aug 14, 2017 9:01 pm
- Forum: 3D/2D models
- Topic: Guitar Hero 3 PC - 3D Model Extract for Animation
- Replies: 6
- Views: 4788
Re: Guitar Hero 3 PC - 3D Model Extract for Animation
The file "singer_male.skin.xen" returns the following error in QuickBMS. It's because of this: From what I see singer_male.skin.xen is just an excerpt from Singer_Male.pak.xen . To be more specific: it's the block 0x47AC00 - 0x52F909 in the pak file. This is what the bms script does (besi...
