Search found 3464 matches
- Tue Jan 12, 2016 11:41 pm
- Forum: Game Archive
- Topic: HELP!!!How to open files with extensions like this: 242BB29A
- Replies: 2
- Views: 675
Re: HELP!!!How to open files with extensions like this: 242B
I fear you'll have to analyse the file for yourself. From offset 0x30 there is a table with entries refering to the stringtable starting at file offset 0x360. Those entries might be: DWord string number (some are missing, such as 1, 5, and so on) word string offset word const= 0x808A examples: 00000...
- Mon Jan 11, 2016 10:59 pm
- Forum: 3D/2D models
- Topic: ICARUS online
- Replies: 6
- Views: 1383
Re: ICARUS online
well, you are pretty close. But why did you choose an FVF size of 48? It doesn't make sense as you can see from the pic where the characteristic patterns have an offset of 64. I'm unsure of the uvs, maybe we'll find them later (more likely to be floats than half floats (HF_)). Well done so far, word...
- Mon Jan 11, 2016 6:38 pm
- Forum: 3D/2D models
- Topic: ICARUS online
- Replies: 6
- Views: 1383
Re: ICARUS online
read the tutorial, please ('tut' button in hex2obj).wordhg wrote:I do not know how to search and setup
The binary search for 00 00 01 00 02 00 has to be done in a hexeditor where you open the .skin file.
- Mon Jan 11, 2016 4:30 pm
- Forum: 3D/2D models
- Topic: ICARUS online
- Replies: 6
- Views: 1383
Re: ICARUS online
Why don't you try it out using hex2obj?
There's all you need: floats, face indices.
I'd suggest to start your examination at 0x27790 or 0x29F2C to skip assumed bone data.
There's 7 assumed startaddresses for face indices blocks (search for 000001000200).
There's all you need: floats, face indices.
I'd suggest to start your examination at 0x27790 or 0x29F2C to skip assumed bone data.
There's 7 assumed startaddresses for face indices blocks (search for 000001000200).
- Mon Jan 11, 2016 12:50 pm
- Forum: 3D/2D models
- Topic: Havok binary files
- Replies: 104
- Views: 26906
Re: Havok binary files
Welp, Hudeski and Bastien are officially gone for good. "officially gone"? What does that mean? It seems to be legit, but I can't quite get it working. Same here. I used AssetCc1.exe (Asset Converter Collection) from hk2013_ 1 _0_r1 - SDK on an hkx with the header hk_2013. 2 .0-r1 and it says: "Uns...
- Sun Jan 10, 2016 11:14 am
- Forum: 3D/2D models
- Topic: FFXIV:ARR - Models & Animations
- Replies: 27
- Views: 12120
Re: FFXIV:ARR - Models & Animations
With IonCannon's FFXIV: Model Viewer, you can export as raw[...] Do you think you could work this into a script? :O thx - I see, a .index file from the game is needed to use this Viewer/Exporter. As I PMed, I'm not working on a script but I will try to create a skeleton asap (smd format). For the a...
- Sun Jan 10, 2016 8:48 am
- Forum: 3D/2D models
- Topic: FFXIV:ARR - Models & Animations
- Replies: 27
- Views: 12120
Re: FFXIV:ARR - Models & Animations
how?Keezie wrote:I've just noticed that the files original formats can be converted into .hkx
- Sat Jan 09, 2016 12:37 pm
- Forum: 3D/2D models
- Topic: FFXIV:ARR - Models & Animations
- Replies: 27
- Views: 12120
Re: FFXIV:ARR - Models & Animations
thx for the translations, folks.
Will use it next time when trying to build the skeleton.
Will use it next time when trying to build the skeleton.
- Fri Jan 08, 2016 8:39 pm
- Forum: 3D/2D models
- Topic: S.W.A.T. Target Liberty (*.dob) models.
- Replies: 12
- Views: 3800
Re: S.W.A.T. Target Liberty (*.dob) models.
Try adding tristripped face indices such like these: f 1 2 3 f 2 4 3 f 3 4 5 f 4 6 5 f 5 6 7 f 6 8 7 f 7 8 9 [...] f 8240 8242 8241 f 8241 8242 8243 f 8242 8244 8243 f 8243 8244 8245 f 8244 8246 8245 f 8245 8246 8247 to a test.obj file created when pressing the 'mesh' button in point cloud mode. (ed...
- Fri Jan 08, 2016 10:19 am
- Forum: 3D/2D models
- Topic: FFXIV:ARR - Models & Animations
- Replies: 27
- Views: 12120
Re: FFXIV:ARR - Models & Animations
Thing is, I'm looking to use the animations as well as models. Thing is that's it's a little bit harder to get animations. At first you need the skeleton bones, their parenting, the weights for the skinning. Then you have to care for the animation frames. (Even worse animation data may be compresse...
- Thu Jan 07, 2016 6:14 pm
- Forum: 3D/2D models
- Topic: Importing .STCK animation - We need your help!
- Replies: 27
- Views: 5562
Re: EDIT: .STCK importing --- some progress and a New Challe
shakotay2's script + few modifications Not sure which problems you solved but I would kindly beg you to mark the changes you applied to my script. From what I see you've added numBones = #() nBones = #() tmp = #() unk = #() fd = #() but these variables are no arrays. (Not sure if you know what you ...
- Thu Jan 07, 2016 12:52 pm
- Forum: 3D/2D models
- Topic: S.W.A.T. Target Liberty (*.dob) models.
- Replies: 12
- Views: 3800
Re: S.W.A.T. Target Liberty (*.dob) models.
You'll need a fake tristripped face indices list:
(It's on my todo list.)
- Wed Jan 06, 2016 8:36 pm
- Forum: 3D/2D models
- Topic: S.W.A.T. Target Liberty (*.dob) models.
- Replies: 12
- Views: 3800
Re: S.W.A.T. Target Liberty (*.dob) models.
point cloud of swatvan looks like this: (don't have the time to care for face indices)
- Wed Dec 30, 2015 10:01 pm
- Forum: 3D/2D models
- Topic: PS3 BFMDL header
- Replies: 7
- Views: 1837
Re: PS3 BFMDL header
using hex2obj (view link in my sig):
- Tue Dec 29, 2015 1:31 pm
- Forum: 3D/2D models
- Topic: JUMPX V5.01 (.x 300 Heroes)
- Replies: 16
- Views: 5323
Re: JUMPX V5.01 (.x 300 Heroes)
what you save is what you see (in the editboxes)
ok, here's the H2O file:
ok, here's the H2O file:
