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- Sat Jan 28, 2017 11:45 am
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 714653
Re: Forza Motorsport Resource Extraction (.carbin)
But those errors in splitting parts is more disturbing... what does 'errors' mean exactly? Talking about "unwanted" splitting? This could be healed easily by joining the parts manually (ctrl+J in blender). If I reduced unwanted splits, many wanted splits would be lost; I have little contr...
- Sat Jan 28, 2017 11:12 am
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 714653
Re: Forza Motorsport Resource Extraction (.carbin)
And second part is transform or simple planar mapping? it's uv mapping: FOR_body_chan1_2.JPG But what about possible wrong reading of meshes in updated part of my post?.. Your doing a great job here, Andrakann, :) but to be honest, I don't have the time to read/understand that all. It's too complex...
- Sat Jan 28, 2017 10:19 am
- Forum: 3D/2D models
- Topic: the sims freeplay
- Replies: 1
- Views: 1084
Re: the sims freeplay
using hex2obj (view link in my sig):
- Sat Jan 28, 2017 9:19 am
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 714653
Re: Forza Motorsport Resource Extraction (.carbin)
These Shadow meshes seems to be missed in Make_H2O output, they skipped or makes unwanted garbage somewhere?.. There's some datasections with 16/24 bytes blocks (first block rectangled) where I don't get proper uvs or vertices from: unknown_data.JPG but some unwanted splitting occurs. I've little c...
- Fri Jan 27, 2017 8:11 am
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 714653
Re: Forza Motorsport Resource Extraction (.carbin)
Hi. I use this version "Make_H2O-ForzaHor-i1.zip". I have an error message - what does it mean? It means that the large array for faces isn't large enough. :D In the MakeH2O_log.txt file search for # FIs , where the cnt is greater than 100000. Then send me the belonging modelbin(s), pleas...
- Thu Jan 26, 2017 9:46 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 714653
Re: Forza Motorsport Resource Extraction (.carbin)
LOD0 have 3 submeshes, so taillightL_a, taillightL_a_000 and taillightL_a_001? How'd you know which groups build one LOD? (In the end it's trial 'n error to decide whether a _a_xxx group belongs to the previous or the next LOD, isn't it?) How it looks: https://www.youtube.com/watch?v=iUmQl23j128 OM...
- Thu Jan 26, 2017 5:53 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 714653
Re: Forza Motorsport Resource Extraction (.carbin)
There's up to 5 uv regions (blocksizes from 12 to 36 in modulo 4 steps) per object (*.modelbin) Can you add a selector to "Make H2O" for UV channel source? So it rips not UV1 by default, but selected one (UV2 or 3, or 5)? Adding a selector is not a problem, but currently I don't know enou...
- Thu Jan 26, 2017 3:51 pm
- Forum: 3D/2D models
- Topic: Bad Company 1 meshdata
- Replies: 6
- Views: 1363
Re: Bad Company 1 meshdata
this doesn't answer my question. Maybe you could read it again?
(You said that the Bad Company 2 import script works for BC1 models so I'd assume you used that script, didn't you?)
(You said that the Bad Company 2 import script works for BC1 models so I'd assume you used that script, didn't you?)
- Thu Jan 26, 2017 11:28 am
- Forum: 3D/2D models
- Topic: Bad Company 1 meshdata
- Replies: 6
- Views: 1363
Re: Bad Company 1 meshdata
how did you run the script v0.3? Doesn't work for me nor in Blender 2.49 neither with newer versions.
- Thu Jan 26, 2017 9:39 am
- Forum: 3D/2D models
- Topic: trying to mod an old game with .BSA extension
- Replies: 1
- Views: 720
Re: trying to mod an old game with .BSA extension
Sorry I don't know where else to post this you should have started posting here: Compressed files and methods since "The BSA compression is a simple loss-less zlib compression" afaik I am trying to re-skin PBA Bowling 2 for windows XP. This game was made by Bethesda and all of the data fi...
- Mon Jan 23, 2017 7:20 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
reminds my of WildArms3 ( http://ps23dformat.wikispaces.com/Wild+Arms+3 ) I've tried the WildArms3eememoryto3ds.BMS with a modified search pattern (findloc OFFSET string "\x80\x00\x00\x00\xC0\x2E\x30\x12\x04\x00\x00\x00\x00\x00" 0 0 ; ) at no avail. Produces 1 or two senseles 60 bytes file...
- Sun Jan 22, 2017 4:45 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 714653
Re: Forza Motorsport Resource Extraction (.carbin)
sry, it should read: Sat Jan 21, 2017 2:32 pm
btw: adding BCx headers to a swatchbin file didn't work (BC1 looked even worse): (height and width values in hexprint replaced by 00 02 00 00, 00 04 00 00 for the real DDS file)
btw: adding BCx headers to a swatchbin file didn't work (BC1 looked even worse): (height and width values in hexprint replaced by 00 02 00 00, 00 04 00 00 for the real DDS file)
- Sun Jan 22, 2017 4:28 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 714653
Re: Forza Motorsport Resource Extraction (.carbin)
which model did you try? (exe needs two dlls, see zip in my sig)Dennissaurus wrote:When i try to use the Make_H2O-ForzaHor-gc.exe it keeps crashing.
@nick22savino: the zip with the ...-gc.exe (grouping check) is in the post as of Sat Jan 21, 2017 2:32 pm
- Sun Jan 22, 2017 2:44 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 714653
Re: Forza Motorsport Resource Extraction (.carbin)
Do you think it´s possible to create a tool to extract the texture from the swatchbin I would try to add a suiting header (bc1, bc5?). Meanwhile you could look at Andrakann's results using PVTTexTool. Maybe you could further improve the Make_H2O-ForzaHor-gc.exe for better import of separate objects...
- Sun Jan 22, 2017 10:34 am
- 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
welcome to the forum
1) could you show a picture of the terrain vertex header?
2) sample of a mech would be nice
1) could you show a picture of the terrain vertex header?
2) sample of a mech would be nice
