I've cut out the DXT5 file from BillyHatcher.zig_dec at offset 0xCC554 (.. 0x221B44) with header.
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- Sun Apr 16, 2017 7:28 am
- Forum: 3D/2D models
- Topic: Sonic and Sega All-Stars Racing .zig and .zif model formats
- Replies: 7
- Views: 2446
Re: Sonic and Sega All-Stars Racing .zig and .zif model form
(well, Ace, how it comes to answer this request one and a half year later?
)
I've cut out the DXT5 file from BillyHatcher.zig_dec at offset 0xCC554 (.. 0x221B44) with header.
I've cut out the DXT5 file from BillyHatcher.zig_dec at offset 0xCC554 (.. 0x221B44) with header.
- Sat Apr 15, 2017 12:58 pm
- Forum: 3D/2D models
- Topic: Noesis repacking?
- Replies: 3
- Views: 2736
Re: Noesis repacking?
your requests lacks of some more infos. Which game? which model format? which Noesis script? (btw: I can't remember any "repacking" thread atm, so chances are pretty low, imho) edit: I don't know what you mean by script, so you're not using a python script but probably Revelation's Raging ...
- Sat Apr 15, 2017 10:25 am
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294215
Re: Help needed on possible model files
Hi all, I recently made it a mission of mine personal missions are always welcome here :D Yes, seems like *.wwm is models but, the body_00 (upper part of picture) doesn't show up well. Maybe the 4 bytes offset is in between the face indices (instead of a b c zero) or something else (tri strips), du...
- Fri Apr 14, 2017 6:09 am
- Forum: 3D/2D models
- Topic: F zero gx chara models help please
- Replies: 2
- Views: 958
Re: F zero gx chara models help please
some point clouds, auto generated faces don't look too good:
(too lazy to search for face indices)
- Sun Apr 09, 2017 10:39 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 714653
Re: Forza Motorsport Resource Extraction (.carbin)
I check the decompression of the 32 bit normals (11-11-10?) from time to time; were displayed as vertex-per-face-normals in blender but sum-of-squares of the components is not 1.0; texturing is not my main subject, too.
- Sun Apr 09, 2017 9:17 am
- Forum: 3D/2D models
- Topic: Metal Gear Solid 3: Snake Eater (PS2) .dat
- Replies: 8
- Views: 4590
Re: Metal Gear Solid 3: Snake Eater (PS2) .dat
"all modulo 100 fi numbers" -guess i have to look that up. :D it simply means to put a g SM_number_x before f 100 101 102, before f 200 201 202 and so on and g SM_number_0 before f 1 2 3 i think the *.tri file might be the key may be. But it belongs to the *.mdl file, not the *.cmdl file,...
- Sun Apr 09, 2017 12:59 am
- Forum: 3D/2D models
- Topic: Metal Gear Solid 3: Snake Eater (PS2) .dat
- Replies: 8
- Views: 4590
Re: Metal Gear Solid 3: Snake Eater (PS2) .dat
I made use of an existing C routine and it seems to work (although there's vn components >= 3.0):
while there's probs with the face culling. Obviously some faces have the wrong winding, since some normals are "inside".
- Sat Apr 08, 2017 10:16 pm
- Forum: 3D/2D models
- Topic: Metal Gear Solid 3: Snake Eater (PS2) .dat
- Replies: 8
- Views: 4590
Re: Metal Gear Solid 3: Snake Eater (PS2) .dat
hi Ace, dunno whether it helps a bit but creating groups for the rat all modulo 100 fi numbers created none overlapping uvs (apart from a few): rat_SMs.JPG btw: where do you have this function from? NBuf = rapi.decodeNormals32() , searched the pluginsource folder at no avail. I know there's some nor...
- Fri Apr 07, 2017 5:02 pm
- Forum: 3D/2D models
- Topic: Spider-Man 3 PC
- Replies: 96
- Views: 28203
Re: Spider-Man 3 PC
Does tool have batch support or something like this? if yes,what i need to write in command line? you could try out this @echo off for %%f in (*.36) do Spiderman3_APKF.exe %%f in a test.cmd file. Use it in a folder where Spiderman3_APKF.exe and some *.36 files reside. But start with two *.36 only; ...
- Fri Apr 07, 2017 12:56 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 714653
Re: Forza Motorsport Resource Extraction (.carbin)
I didn't use the cytium, since I don't have the gr2 skeleton file for it, but the one from the AST DB11_17. The results should be similar, though. From the picture you can see the problems. I used the locating script as before: import bpy bpy.data.objects["L01_steeringWheel_a_LOD12_Interior_LOD...
- Thu Apr 06, 2017 6:24 pm
- Forum: 3D/2D models
- Topic: Frogger 3D .MAP
- Replies: 22
- Views: 6779
Re: Frogger 3D .MAP
This is what I get: Seems to use quads for faces and needs face indices offset (74).Kneesnap wrote:Could someone help me fill in the rest of the data to get a complete model?
hex2obj uses both but not together, that's the problem.
- Tue Apr 04, 2017 8:04 pm
- Forum: 3D/2D models
- Topic: Duludubi Star - Model Converting?
- Replies: 5
- Views: 2185
Re: Duludubi Star - Model Converting?
for 12.skn it works like this:
from the vertex start address search for FFFFFFFF
After thousands of finds you'll experience a gap: Subtract the start address from the gap address; divide the result by the stride (48) and your done.
from the vertex start address search for FFFFFFFF
After thousands of finds you'll experience a gap: Subtract the start address from the gap address; divide the result by the stride (48) and your done.
- Mon Apr 03, 2017 10:55 pm
- Forum: 3D/2D models
- Topic: research on an obj to vkm converter
- Replies: 27
- Views: 5940
Re: research on an obj to vkm converter
i`m sorry, can u please point me to the address where i need to add zero bytes. really struggling to find the address of the known block (vertex or face indices) You could use hex2obj to get an idea of the start/stop addresses: ( PC18Body.vkm ) PC18body_vkm.JPG vertex start 0x78: 0x78 + 44 x 307 = ...
- Sun Apr 02, 2017 7:11 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 714653
Re: Forza Motorsport Resource Extraction (.carbin)
I just hard time for the wipers, and there is sometimes some parts missing in the dashboard (for example impossible to find a part in the dashboard of the camaro zl1 2017, the back or bottom of the thing blowing the air, and the speakers). if you sent me the concerning modelbin files I could check ...
- Sun Apr 02, 2017 12:39 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 714653
Re: Forza Motorsport Resource Extraction (.carbin)
It's 0.811206, -0.740454, 0.601394 for the doorHandleLF , works like a charm, then, door position ok. And you don't have a problem ( mentioned here ) with RF door parts position in Blender?.. well, from a sideview it looks ok; apart from that frayed edge (caused by the parenting, I guess?). But yes...
