Poll & Discussion: We wish the site to continue (Y/N)
Search found 4134 matches
- Sun Jun 18, 2017 8:53 pm
- Forum: 3D/2D models
- Topic: The Getaway (ps2) models
- Replies: 27
- Views: 7907
Re: The Getaway (ps2) models
dunno which face indices you used in the end but seems you're on a good way: 2B1E-por 0x32064.jpg (as a deja vue only: https://forum.xentax.com/viewtopic.php?f=16&t=12561&p=103400&hilit=+dwords#p103400) edit: upps, well, see I'm growing too old, you've posted that picture already... :cry:
- Sat Jun 17, 2017 9:17 pm
- Forum: Game Archive
- Topic: deleted
- Replies: 3
- Views: 1123
Re: Packing an .ipk file
I don't have the time for making video tuts, sry. Try to repack un changed files. It should result in an archive that's identical to the original. (for checking use fc /b newlyPacked.ipk original.ipk in windows console or any hexeditor which allows file comparison) If there's a difference the unpack...
- Sat Jun 17, 2017 4:53 pm
- Forum: 3D/2D models
- Topic: ©v·Ú4%¦×Qã.¶Y$¢¾Ý˜Iÿiõ«RÇO—Zõ9Ÿ5ž¿U¥Ò壄hµ¿Ãžº@KÞY×sÍ\Åýó
- Replies: 1
- Views: 971
Re: [Request] Midnight Club 2 Tokyo Map
You didn't tell where the "proper co-ordinates" of the Unique objects to be found. Anyways, since you seem to know how to place them, after a glance at t_ginza.hood : there's t_ginza_rd_48_x , unique_component 0, it's the owner of instance_component 1253 for example (and 4 other instances)...
- Sat Jun 17, 2017 4:46 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294215
Re: Extracting simple models
you could easily find out this for yourself.
look for point clouds, then look for face indices, it's DWORD here:
look for point clouds, then look for face indices, it's DWORD here:
- Fri Jun 16, 2017 9:41 am
- Forum: 3D/2D models
- Topic: Ninja Ripper - Ripping with holes
- Replies: 4
- Views: 2632
Re: Ninja Ripper - Ripping with holes
Guess he just changed the parameters, something like this:
viewtopic.php?f=33&t=15854&p=127514&hil ... ip#p127514
viewtopic.php?f=33&t=15854&p=127514&hil ... ip#p127514
- Thu Jun 15, 2017 2:38 pm
- Forum: Game Archive
- Topic: deleted
- Replies: 3
- Views: 1123
Re: Packing an .ipk file
If the size of the textures will remain unchanged you can try using the reimport feature of quickbms.
It uses the unpacking script for repacking.
Read the
3) Reimporting the extracted files
section in quickbms.txt.
It uses the unpacking script for repacking.
Read the
3) Reimporting the extracted files
section in quickbms.txt.
- Thu Jun 15, 2017 1:53 pm
- Forum: 3D/2D models
- Topic: WWE Raw 2 (Xbox) .fml files
- Replies: 9
- Views: 3570
Re: WWE Raw 2 (Xbox) .fml files
hi eri619
For the Noesis script here: there's no simple solution. You'll need to dig into the format to find the submesh borders.
You could manually add grouping lines to the obj file such like this one:
g SM_x
Maybe some sorting of face indices could improve the result.
For the Noesis script here: there's no simple solution. You'll need to dig into the format to find the submesh borders.
You could manually add grouping lines to the obj file such like this one:
g SM_x
Maybe some sorting of face indices could improve the result.
- Mon Jun 12, 2017 8:56 pm
- Forum: 3D/2D models
- Topic: The Getaway (ps2) models
- Replies: 27
- Views: 7907
Re: The Getaway (ps2) models
I'd guess for quads but autocreation of face indices might be the wrong idea:
In fact there's a good chance that they use byte indices (0..255) since the model might be split up into 105 submeshes (but not sure).
- Sun Jun 11, 2017 2:10 pm
- Forum: Game Archive
- Topic: Deleted
- Replies: 13
- Views: 2877
Re: Just Dance 2017 PC (.ipk)
not to sound sophisticated but for me it looks as if the script in the opening post only needed some swapping such like this: if DUMMY1 == 2 get DUMMY long get DUMMY long endif get NAMESZ long getdstring NAME NAMESZ get PATHSZ long getdstring PATH PATHSZ because the filename ("NAME") appea...
- Sun Jun 11, 2017 7:18 am
- Forum: Game Archive
- Topic: Deleted
- Replies: 13
- Views: 2877
Re: Just Dance 2017 PC (.ipk)
.ipk sample required
- Sat Jun 10, 2017 4:54 pm
- Forum: 3D/2D models
- Topic: Ninja Ripper - Ripping with holes
- Replies: 4
- Views: 2632
Re: Ninja Ripper - Ripping with holes
it's a known problem but there's no solution, afaik.
You might try meshlab, read here:
viewtopic.php?f=16&t=10668&p=121860&hil ... ab#p121860
You might try meshlab, read here:
viewtopic.php?f=16&t=10668&p=121860&hil ... ab#p121860
- Fri Jun 09, 2017 7:05 pm
- Forum: 3D/2D models
- Topic: ori and the blind forest | 2D Assets
- Replies: 11
- Views: 2723
Re: ori and the blind forest | 2D Assets
am i missing anything here? Hi, I'm missing some more infos. An uploaded sample, for example, could help. The thread you've linked to has dozens of pages. Did you read them? Maybe there's some hint concerning to the loading of 2D assests? May be a matter of versions: "Unity Studio now can't wo...
- Thu Jun 08, 2017 7:05 pm
- Forum: Game Archive
- Topic: Afrika PS3 Models (.RXM2)
- Replies: 8
- Views: 2813
Re: Afrika PS3 Models (.RXM2)
there's too many submeshes (about 20) than to make senseful use of hex2obj:
- Mon Jun 05, 2017 12:30 pm
- Forum: 3D/2D models
- Topic: CCS File Format (Dot Hack)
- Replies: 16
- Views: 7557
Re: CCS File Format (Dot Hack)
do as you wish to do; no credits required.namine207 wrote:Would you mind if I recreated these changes over on my end and accredit you with a new branch on Bitbucket?
But keep in mind that it's a quick hack only to get uvs work with the Treasure Box - GU Format.ccs. You'll have to think about a correct patch.
- Mon Jun 05, 2017 12:09 pm
- Forum: 3D/2D models
- Topic: CCS File Format (Dot Hack)
- Replies: 16
- Views: 7557
Re: CCS File Format (Dot Hack)
well, sometimes I feel like a real dumbo. In this case looking for the uvs of the treasure Box I was simply thinking too sophisticated, what a fault. :D First of all: this is a great project from Warranty Voider. Wish I had the patience to code such a viewer. Nevertheless there were two caveats for ...
