Search found 4134 matches

by shakotay2
Fri Jun 02, 2017 9:41 pm
Forum: 3D/2D models
Topic: LithTech Models (.abc, .ltb, .dat)
Replies: 93
Views: 47406

Re: LithTech Models (.abc, .ltb, .dat)

Tosyk wrote:p.s: is it possible you could update abc2obj to support .ABC I send you recently
speaking of which?
The picture in my previous post shows one of the samples which you uploaded. (Characters are no fun, as I wrote. :cry: )

(You might try to use ninja ripper with the ModelEdit.exe I spoke of.)
by shakotay2
Fri Jun 02, 2017 4:12 pm
Forum: Tutorials
Topic: Extracting simple models
Replies: 493
Views: 294215

Re: Extracting simple models

In the UV section, i understand most options mean (float, half-float...) but what´s a worldUv? i´ve this hex code (uv coords) 30 1F 12 E9 36 2A 52 D2 hex2obj->vt: 0.121826 0.910431 It's not "world" it's word (shorts, 16 bit integers, unsigned) Divider is a multiple of 256, looks like 6553...
by shakotay2
Fri Jun 02, 2017 2:55 pm
Forum: 3D/2D models
Topic: LithTech Models (.abc, .ltb, .dat)
Replies: 93
Views: 47406

Re: LithTech Models (.abc, .ltb, .dat)

yeah, there's many odds - maybe another uv sorting is required, dunno: Juggernaut-ABC.JPG Most characters in ABC format are dead ugly, imho. :D The only reason for me to care for them is the skeleton and animation keyframes which I'd like to use like ModelEdit (included in KPD.zip of UED's post) doe...
by shakotay2
Thu Jun 01, 2017 11:48 am
Forum: 3D/2D models
Topic: LithTech Models (.abc, .ltb, .dat)
Replies: 93
Views: 47406

Re: LithTech Models (.abc, .ltb, .dat)

it's a matter of sorting into a texture coords array vt_arr[vertex count][2] where the index is a face index (f[][]). The problem is that you have 658 vertices here and a face cnt of 1149, so there's 1149 x 3 (tx, ty) values. In the end my code solution looks like this (cnt= face count, f[face count...
by shakotay2
Thu Jun 01, 2017 7:00 am
Forum: 3D/2D models
Topic: research on an obj to vkm converter
Replies: 27
Views: 5940

Re: research on an obj to vkm converter

3 weeks ago I managed to create some ugly obj2vkm converter. It does handle static objects with a single mesh only and there's no plans to extend it on characters: FungWan-vkm.zip Bounding boxes are supposed to reside at offset 0x005C in the vkm file, but not sure. So I decided not to update them wh...
by shakotay2
Mon May 22, 2017 7:51 pm
Forum: 3D/2D models
Topic: CCS File Format (Dot Hack)
Replies: 16
Views: 7557

Re: CCS File Format (Dot Hack)

, but the final model in the list isn't read correctly what does that mean "final model in the list"? Could you upload a sample file? -In a character model that is normally rigged, none of the static models save from accessories like hats or glasses show up in the preview window and/or ex...
by shakotay2
Fri May 19, 2017 3:14 pm
Forum: 3D/2D models
Topic: Help needed Strife
Replies: 4
Views: 1526

Re: Help needed Strife

Paps wrote:Hello there,

I am trying to find the vertices,polygons,vertex indices and face indices of some files from strife
what vertex indices are you talking of? the weights?
claudesses-Himodel-tex.JPG
btw: having a deja vue of having this model extracted already some time ago
by shakotay2
Fri May 19, 2017 5:32 am
Forum: 3D/2D models
Topic: .43 files?
Replies: 4
Views: 2603

Re: .43 files?

Can you convert .43 files to a more common 3d model format like .dae, obj, fbx, 3ds, mb, ma, mlt, blend, stl, or ply? to a more common format than which format? Anyways, .43 is pretty simple, so hex2obj works like a charm: Jaune_Shield_Mesh-43.JPG There was a Noesis script, too, iirc. (Use forum se...
by shakotay2
Thu May 18, 2017 6:37 pm
Forum: 3D/2D models
Topic: Spider-Man: Web of Shadows PC
Replies: 8
Views: 4321

Re: Spider-Man: Web of Shadows PC

Rutabaga wrote:so i hope mesh extraction is possible too,i would like to try but i'm total n00b in Hex2obj.
I know :eek:
ACT2_Mech_intro.JPG
by shakotay2
Tue May 16, 2017 10:18 pm
Forum: 3D/2D models
Topic: I need help(.mesh)
Replies: 30
Views: 7147

Re: I need help(.mesh)

tw_07_shuangzizhanji.jpg
by shakotay2
Tue May 16, 2017 9:24 pm
Forum: 3D/2D models
Topic: [HELP] Where to start on creating a model/animation viewer
Replies: 18
Views: 4615

Re: [HELP] Where to start on creating a model/animation view

just another annoying format? breaking the matrices' analysing by purging some 01/00 sequences in between which doesn't make sense to me: bone_matrix.jpg edit: I'd say those 01010100.. are some starting sequence for bone data (0x09: lower body, 0x464: upper body), so the rotation matrix of RightHand...
by shakotay2
Mon May 15, 2017 9:14 pm
Forum: 3D/2D models
Topic: Unpacking Weapons and Shield Data
Replies: 10
Views: 2208

Re: Unpacking Weapons and Shield Data

checking a simple object like 106.bin doesn't help:
106-bin.jpg
(There's many equal values, which might be an issue worth being investigated.)
by shakotay2
Mon May 15, 2017 6:23 pm
Forum: 3D/2D models
Topic: Unpacking Weapons and Shield Data
Replies: 10
Views: 2208

Re: Unpacking Weapons and Shield Data

no luck so far. While the outer vertices look symmetrical the inner ones are kinda mess:
0-bin.jpg
btw: number of .bins and number of textures doesn't match, can we expect 0.png to belong to 0.bin?
by shakotay2
Mon May 15, 2017 1:54 pm
Forum: 3D/2D models
Topic: Unpacking Weapons and Shield Data
Replies: 10
Views: 2208

Re: Unpacking Weapons and Shield Data

funny format. I wouldn't care for the face indices for now, as a first step I'd look for a decent point cloud. funny enough: I changed the FVFsize in steps of 4 from 12 up to 52 (count decreased to 262 then) and there's that square mesh part remaining in the midst: 262_dagger.jpg getting the proper ...
by shakotay2
Mon May 15, 2017 7:45 am
Forum: 3D/2D models
Topic: [HELP] Where to start on creating a model/animation viewer
Replies: 18
Views: 4615

Re: [HELP] Where to start on creating a model/animation view

For "RightFoot 00 11 000000": First zero is the zero termination of the string "RightFoot". DWORD 11 00 00 00 (little endian) is 17 decimal, boneID (or parenting ID?) (If it's the parenting ID then the boneID can be derived from the string order probably, first bone name, 'root' ...