Search found 4134 matches

by shakotay2
Mon Mar 13, 2017 5:52 pm
Forum: 3D/2D models
Topic: Blades of time Extraction Tools
Replies: 7
Views: 2119

Re: Blades of time Extraction Tools

The link which you provided me to another forum ? it's the same forum, even the same subforum. could you please create a small tool or a batch file to decompress the .grp files. Thanks in advance Paps. That's a python script for blender 2.49 from Szkaradek123 ( BLENDER249-BLADES-OF-TIME.blend in th...
by shakotay2
Mon Mar 13, 2017 5:10 pm
Forum: 3D/2D models
Topic: Blades of time Extraction Tools
Replies: 7
Views: 2119

Re: Blades of time Extraction Tools

Hi,
welcome to the forum. :)

Use forum search, please:
viewtopic.php?f=16&t=8810&p=73250&hilit ... grp#p73250
by shakotay2
Sun Mar 12, 2017 9:57 pm
Forum: 3D/2D models
Topic: .hgs model file conversion
Replies: 16
Views: 4687

Re: .hgs model file conversion

fix it for yourself, please. Rewatch the video from 1:00:00 and correct your errors:
hgs-py-script-error.JPG
by shakotay2
Sat Mar 11, 2017 5:55 pm
Forum: 3D/2D models
Topic: Need Help (Hex2Obj) for Halo 5 Forge Models
Replies: 1
Views: 818

Re: Need Help (Hex2Obj) for Halo 5 Forge Models

So guys, I'm new at these things. I'll be honest, I just want halo 5 armors for my SFM project. I found Halo 5: Forge models in this forum, I tried to open them in 3DSMax but I can't. Why? Did you ever use a maxscript with 3dsmax? Here's a script from erik945 (didn't test it): http://forum.xentax.c...
by shakotay2
Sat Mar 11, 2017 3:02 pm
Forum: Tutorials
Topic: Extracting simple models
Replies: 493
Views: 294215

Re: Extracting simple models

TRDaz wrote:where I am unable to find the starts of the faces
WHAT? search for 0000 0100 0200 and you're done.

Why do I have the strange feeling that you're simply too lazy and want to let others do your work? :D
faith_prolo_upper_body.JPG
So I'll leave the uvs for you.
well, uv pos is 32.
by shakotay2
Sat Mar 11, 2017 10:45 am
Forum: 3D/2D models
Topic: [X360] Star Wars Battlefront III pre-alpha (*.rax)
Replies: 109
Views: 26603

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

face indices (33858) * 2 = 67716 - 63096 (0xf678) = 4620 /2 so the last mat group would be assigned to the last 2310 faces out of the submesh total faces 8D For the first submesh, yes, I'd say so. (But I've made a stupid error with absolute/relative face indices, some + is required. Submesh 6 shoul...
by shakotay2
Sat Mar 11, 2017 9:23 am
Forum: 3D/2D models
Topic: [X360] Star Wars Battlefront III pre-alpha (*.rax)
Replies: 109
Views: 26603

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

Hi Ace, see you'll crack this format sooner or later! :) (addresses are decimal here: "8544 - 1st submesh 1st material group - at 8560") I've checked all FACE entries: # 0x0 0x3c78 0xacf8 0xd674 0xd6b0 0xecdc 0xf678 ---------- # 0x10884 ---------- # 0x10fbc ---------- # 0x11034 0x1193a 0x1...
by shakotay2
Fri Mar 10, 2017 9:20 pm
Forum: 3D/2D models
Topic: [X360] Star Wars Battlefront III pre-alpha (*.rax)
Replies: 109
Views: 26603

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

AceWell wrote:still don't know how to tell whether the data is going to be floats or halffloats though.
should be solvable, atm I've this, some addresses set manually, though:
ob-rax.JPG
Maybe someone could check the uvs for bogus?
Makeobj_log ob uvs err.zip
by shakotay2
Fri Mar 10, 2017 6:52 pm
Forum: 3D/2D models
Topic: Part way to finding a vertex header, need some pointers
Replies: 30
Views: 4473

Re: Part way to finding a vertex header, need some pointers

St3ve wrote:that byte long floats akin to the terrain vertices
never heard of "byte long floats".
From the point clouds I've found so far I wouldn't know why using IEEE754 floats shouldn't do the trick?

(You could try half floats or shorts, though.)
by shakotay2
Fri Mar 10, 2017 12:42 pm
Forum: Tutorials
Topic: Extracting simple models
Replies: 493
Views: 294215

Re: Extracting simple models

Last dumb question: But did you get the 864 face indices count by trial & error (That's how I did it on other models) or somehow else? In this case it was (endaddressOfFIs+1-startaddressOfFIs)/2/4*3 iirc. The '2' because it's WORD faceindices, /4*3 because there's a fourth additional 00 00 for ...
by shakotay2
Fri Mar 10, 2017 7:59 am
Forum: Tutorials
Topic: Extracting simple models
Replies: 493
Views: 294215

Re: Extracting simple models

figure_hero_female_head.JPG
by shakotay2
Thu Mar 09, 2017 4:54 pm
Forum: 3D/2D models
Topic: Part way to finding a vertex header, need some pointers
Replies: 30
Views: 4473

Re: Part way to finding a vertex header, need some pointers

mech and weapon data is loaded wholesale into the memory and thus can't be splintered off with the method I'm using this could explain it. btw: can you apply changes to the savestates and load them successfully then? If so you could overwrite some floats (with 00 00 00 00 or better 00 00 80 3F for ...
by shakotay2
Wed Mar 08, 2017 7:50 am
Forum: 3D/2D models
Topic: [X360] Star Wars Battlefront III pre-alpha (*.rax)
Replies: 109
Views: 26603

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

AceWell wrote:here is something that looks complete
well, I see, the pattern 00 00 10 xx is not valid here. So we've two categories of *.rax files (at least) where that pattern applies and where not?
(I'll care for ob.rax asap, will have to include some debug lines into Make_obj.)
by shakotay2
Wed Mar 08, 2017 7:42 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

Did you ever code? If 'yes' which programming language did you use? If 'no' it's a bad idea to start with a modelviewer. Check some basic tutorials instead about Java for beginners, C# (or 'C'). You could also look for python (not recommended, imho :D ). Coding a modelviewer from scratch doesn't mak...
by shakotay2
Tue Mar 07, 2017 10:57 pm
Forum: 3D/2D models
Topic: [X360] Star Wars Battlefront III pre-alpha (*.rax)
Replies: 109
Views: 26603

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

AceWell wrote:if you or anyone would like some unsupported samples to look at i will upload them :)
as a second step I'd like to check a sample where you partially could extract some meshes from. (Checking models where you didn't get any meshes from would be a last step.)