Search found 3464 matches
- Wed Mar 16, 2016 9:04 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 447
- Views: 219098
Re: Extracting simple models
any chance to get the source code? source of hex2obj ? Sry, no - though it doesn't contain any "secrets" I want this project "being mine". If you know python you could try to build your own solution using Noesis. (MrAdults wrote: "You could replace hex2obj with a 50-line Noesis script,") i'd just w...
- Sun Mar 13, 2016 1:34 pm
- Forum: Game Archive
- Topic: [PC] Devil May Cry 4
- Replies: 320
- Views: 131334
Re: [PC] Devil May Cry 4
If you uploaded two small msg2 files (one for PC, one for PS3) I could have a look at maybe next weekend.
- Sat Mar 12, 2016 11:27 pm
- Forum: Graphic file formats
- Topic: Help with .SPR files.
- Replies: 4
- Views: 1268
Re: Help with .SPR files.
Let's suppose I want to edit it, translate it, etc.. then... how do I pack it as the same .SPR format again?. That's the big deal. yep, it is. You'll need to understand the 80 bytes header (I've marked the size in the pic, 800x600). spr-x_y_size.jpg (36 bytes from 0x20 to 0x43 are identical for you...
- Sat Mar 12, 2016 5:12 pm
- Forum: Game Archive
- Topic: Rival Knights Gameloft game files.
- Replies: 4
- Views: 1255
Re: Rival Knights Gameloft game files.
Seriously?yourgod wrote:[...]and i cand fin anything for .bdae files.
When I type bdae into the search box it gives me 72 matches.
- Sat Mar 12, 2016 10:22 am
- Forum: Game Archive
- Topic: [PC] Devil May Cry 4
- Replies: 320
- Views: 131334
Re: [PC] Devil May Cry 4
Could you share me your source code in private? Seriously? Your quotation is from Thu Jul 16, 2009 8:07 am, evin's last post is from one year ago. (Just in case you didn't know. :D ) Use forum search: http://forum.xentax.com/viewtopic.php?f=10&t=8972&p=78012&hilit=msg2#p78012 From what I see it's a...
- Sat Mar 12, 2016 10:10 am
- Forum: Graphic file formats
- Topic: Help with .SPR files.
- Replies: 4
- Views: 1268
Re: Help with .SPR files.
You didn't find any answer?SPRlover wrote:[...]but I've been searching through the whole internet and I really didn't found any answer. :'(
I can't believe this - it's totally simple using Gimp (or IrfanView): btw: didn't check for palette data so the ingame colors might be different
- Thu Mar 10, 2016 12:03 am
- Forum: 3D/2D models
- Topic: UV algorithm for help
- Replies: 1
- Views: 697
Re: UV algorithm for help
I found only at the beginning of the UV data, I cannot calculate the next position of the elements of the UV, can you help me? 0x235c0 looks like a correct beginning; the other uv start addresses might require some fiddeling. 0x28858 looks like a block end - the delta is 0x5298 = 2643x8 dec. sum of...
- Sat Mar 05, 2016 9:34 pm
- Forum: 3D/2D models
- Topic: Black Desert Online File Formats (PAB, PAC, PAA)
- Replies: 56
- Views: 34995
Re: Black Desert Online File Formats (PAB, PAC, PAA)
I used shorts divided by 65535 instead of half floats and the walking anim looks better (a little bit like a spider
, but it walks).
- Fri Mar 04, 2016 7:51 pm
- Forum: 3D/2D models
- Topic: Disney Infinity Captain America Help needed
- Replies: 1
- Views: 487
Re: Disney Infinity Captain America Help needed
Hello guys, I'm brand new here, so I apologise if this is in the wrong section. Yep, it is. Totally. This is a forum for model research , not for model sharing. Luckily I have a Captain from my MakeH2O project on my harddrive. Guess he's not from Disney Infinity, dunno: http://www.uploadmb.com/dw.p...
- Thu Mar 03, 2016 7:00 pm
- Forum: 3D/2D models
- Topic: Black Desert Online File Formats (PAB, PAC, PAA)
- Replies: 56
- Views: 34995
Re: Black Desert Online File Formats (PAB, PAC, PAA)
Can't check it because I don't have paa files.
You could check the python script for blender from Marisuz
viewtopic.php?f=16&t=11849&hilit=.paa
and compare the results with yours.
You could check the python script for blender from Marisuz
viewtopic.php?f=16&t=11849&hilit=.paa
and compare the results with yours.
- Thu Mar 03, 2016 6:22 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 447
- Views: 219098
Re: Extracting simple models
hex2obj was invented to help people help themselves.
And AceWell alreday showed you how to handle .fml files.
So please ask here: viewtopic.php?f=16&t=13978&p=116120&hilit=+fml#p116120
And AceWell alreday showed you how to handle .fml files.
So please ask here: viewtopic.php?f=16&t=13978&p=116120&hilit=+fml#p116120
- Tue Mar 01, 2016 10:57 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 447
- Views: 219098
Re: Extracting simple models
Not with the current version.SpaceDog wrote:Is that possible?
(If you uploaded a model sample I could have a look at.)
- Mon Feb 29, 2016 10:30 am
- Forum: 3D/2D models
- Topic: Havok binary files
- Replies: 104
- Views: 26906
Re: Havok binary files
For hkx files with this header (which I was referring to in my last post): Offset 0 1 2 3 4 5 6 7 8 9 A B C D E F 00000 57 E0 E0 57 10 C0 C0 10 00 00 00 00 0B 00 00 00 WààW.ÀÀ......... 00010 08 01 00 01 03 00 00 00 02 00 00 00 00 00 00 00 ................ 00020 00 00 00 00 4B 00 00 00 68 6B 5F 32 30...
- Sun Feb 28, 2016 10:20 pm
- Forum: 3D/2D models
- Topic: PvZ Garden Warfare 2 .chunk and .mesh file assistance
- Replies: 5
- Views: 1598
Re: PvZ Garden Warfare 2 .chunk and .mesh file assistance
Dunno about the tools but the mesh format (in .chunk) is rather simple:
- Sun Feb 28, 2016 9:12 pm
- Forum: 3D/2D models
- Topic: Mario Strikers Charged .rlg
- Replies: 1
- Views: 513
Re: Mario Strikers Charged .rlg
Use big endian. Vertex start for example at 0x8E4, count: 123 gives some kind of point cloud.
Find a suiting face index block - the one starting at 0xB8 with 1041 FIs doesn't seem to fit (results in a vertex count of 278).
Find a suiting face index block - the one starting at 0xB8 with 1041 FIs doesn't seem to fit (results in a vertex count of 278).
