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- 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...
- 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
welcome to the forum.
Use forum search, please:
viewtopic.php?f=16&t=8810&p=73250&hilit ... grp#p73250
- 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:
- 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...
- Sat Mar 11, 2017 3:02 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294215
Re: Extracting simple models
WHAT? search for 0000 0100 0200 and you're done.TRDaz wrote:where I am unable to find the starts of the faces
Why do I have the strange feeling that you're simply too lazy and want to let others do your work?
well, uv pos is 32.
- 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...
- 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...
- 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)
should be solvable, atm I've this, some addresses set manually, though: Maybe someone could check the uvs for bogus?AceWell wrote:still don't know how to tell whether the data is going to be floats or halffloats though.
Makeobj_log ob uvs err.zip
- 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
never heard of "byte long floats".St3ve wrote:that byte long floats akin to the terrain vertices
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.)
- 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 ...
- Fri Mar 10, 2017 7:59 am
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294215
- 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 ...
- 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)
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?AceWell wrote:here is something that looks complete
(I'll care for ob.rax asap, will have to include some debug lines into Make_obj.)
- 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...
- 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)
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.)AceWell wrote:if you or anyone would like some unsupported samples to look at i will upload them
