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- Mon Jan 09, 2017 4:36 pm
- Forum: 3D/2D models
- Topic: Marvel Avengers Alliance II Android
- Replies: 19
- Views: 7045
Re: Marvel Avengers Alliance II Android
what does that mean: "does not respond"? Within the last two hours, or what? :D (my philosophy is to completely ignore guys who do not respond :wink: ) Anyways, admitted, I was wrong. Look here for an extractor; I'm just fiddeling around with the raw files it produces: https://7daystodie.c...
- Mon Jan 09, 2017 3:48 pm
- Forum: 3D/2D models
- Topic: Marvel Avengers Alliance II Android
- Replies: 19
- Views: 7045
Re: Marvel Avengers Alliance II Android
To my knowledge "UnityFS" is a bundle type that noone has extracted so far.
- Mon Jan 09, 2017 12:30 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 714653
Re: Forza Motorsport Resource Extraction (.carbin)
and here's the wavefront obj file of that mirror. Remember to comment out the g gstart_x lines by putting a # in front of them. Then try to put a texture onto wingMirrorL_a_ 3 - good luck. WingMirrrorL_A-Multitest-neu.zip Ah, well, see, scrolling thru this thread I realized that D3FEKT seems to have...
- Mon Jan 09, 2017 8:43 am
- Forum: 3D/2D models
- Topic: [PS3] GTA V .CDR 3D Drawables Reversing edge related
- Replies: 19
- Views: 4827
Re: [PS3] GTA V .CDR 3D Drawables Reversing edge related
it's all wild guessing atm, the data might be compressed, shrinked, whatever. You could switch to HF_all in hex2obj but after pressing the go2 button you'll see that the result is not senseful: asteroid_HF.JPG v 339 94208 0.067566 or v 5436 0.006973 0.06427 for example are assumed to be wrong vertic...
- Sun Jan 08, 2017 8:56 am
- Forum: 3D/2D models
- Topic: [PS3] GTA V .CDR 3D Drawables Reversing edge related
- Replies: 19
- Views: 4827
Re: [PS3] GTA V .CDR 3D Drawables Reversing edge related
Thats good but how many verts did you find with your tool? I entered 726 as vertex count. (Normally hex2obj offers the maximum face index (FI) as the vertex count but it can't handle edgecompressed FIs.) to get the floats because in the ones that i did extract i have not found any 47.??? float that...
- Sat Jan 07, 2017 10:22 pm
- Forum: 3D/2D models
- Topic: [PS3] GTA V .CDR 3D Drawables Reversing edge related
- Replies: 19
- Views: 4827
Re: [PS3] GTA V .CDR 3D Drawables Reversing edge related
i'm using a simple java app ("REALLY SIMPLE") to get 2 bytes integer from "index-data-decompressed.block" great ! :) That's what most beginners lack in: to gain basic coding knowledges. So java is a good start! As for your asteroid; I've a deja vue but I can't really recall from...
- Sat Jan 07, 2017 9:14 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 714653
Re: Forza Motorsport Resource Extraction (.carbin)
guess it's the CAD_ATSV_16.carbin where I have to look at for hierarchy, if any But I'll leave this problem for now (same with the positioning) since uvs is the thing to deal with where I got a little bit stuck atm. wingMirrorL_a is a real little beasty, it has 6 materials and the original uv map of...
- Sat Jan 07, 2017 7:34 pm
- Forum: 3D/2D models
- Topic: [PS3] GTA V .CDR 3D Drawables Reversing edge related
- Replies: 19
- Views: 4827
Re: [PS3] GTA V .CDR 3D Drawables Reversing edge related
this all is a little bit confusing to me (maybe you should give your thoughts more structure? :wink: ) First of all I don't think that it's floats in your asteroid_18800-0x2D60-vertex.block Offset 0 1 2 3 4 5 6 7 8 9 A B C D E F 000000 5D 4C 7D C0 2C 53 30 03 11 FF 74 FF CF 80 7F FF 2ndly when I use...
- Sat Jan 07, 2017 5:51 pm
- Forum: 3D/2D models
- Topic: [PS3] GTA V .CDR 3D Drawables Reversing edge related
- Replies: 19
- Views: 4827
Re: [PS3] GTA V .CDR 3D Drawables Reversing edge related
http://pastebin.com/csQjWwd4 The index list says that there should be 724 verts and the vertex data stuff says that too but when i get this two vertex and faces on only one sample .OBJ i get errors. Need more help with this i think :D f 0/0 1/1 2/2 wavefront obj face indices are 1-based. Add 1 to e...
- Sat Jan 07, 2017 10:41 am
- Forum: 3D/2D models
- Topic: HeroWarz models
- Replies: 9
- Views: 3105
Re: HeroWarz models
I don't see where the problem should be.liuxing wrote:Thanks for your help, this method should look right. But to each file I do not know how to be specific to add the missing part.
Add 4 zero bytes before the "size of first namestring" DWord (and after the last DWord of the index table).
- Sat Jan 07, 2017 9:24 am
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 714653
Re: Forza Motorsport Resource Extraction (.carbin)
EDIT: I have no idea if this might help - every car has a much smaller (around 1KB) .carbin_debug. might help for getting the hierarchy (or not, since I didn't find trunkBadge_a for example in the modelbin file list). Here's this list, it's 86 files (with the 8 SLODS to be ignored for building the ...
- Fri Jan 06, 2017 11:04 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 714653
Re: Forza Motorsport Resource Extraction (.carbin)
.modelbin meshes appear to be simple but some uvs, like for the hood_a are a lttle bit tricky. CAD_ATSV_16-modelbin.JPG Patterns give the files a structure, such as 0400 0100 2A000000 for the FI's list where 4 is 4 bytes (DWord), 0100= 1 DW, 2A000000= face indices to follow UV block sizes so far: 0x...
- Fri Jan 06, 2017 2:08 pm
- Forum: 3D/2D models
- Topic: Ghostbusters PS3 .smb files?
- Replies: 3
- Views: 1118
Re: Ghostbusters PS3 .smb files?
I have no idea what it means! :( yep, that's the starting state of most beginners. It's up to you how much efforts you put into learning "what it means". :) You could press the 'tut' button in hex2obj and try out to extract the example model there. daemon1 made a video tutorial on how to ...
- Fri Jan 06, 2017 11:09 am
- Forum: 3D/2D models
- Topic: Ghostbusters PS3 .smb files?
- Replies: 3
- Views: 1118
Re: Ghostbusters PS3 .smb files?
5th or 6th submesh:
FVFsizes are different, see H2O-File of the first submesh for example:
0x38E0 600
Vb1
40 16
0x1E40 170
120100
0x0 255
0x38E0 600
Vb1
40 16
0x1E40 170
120100
0x0 255
- Fri Jan 06, 2017 8:55 am
- Forum: 3D/2D models
- Topic: HeroWarz models
- Replies: 9
- Views: 3105
Re: HeroWarz models
@liuxing Have a look at the un-xored model data. You won't expect to have a model in 463 bytes, do you? Then check for chrrox' post as of Dec. 6th, 2016 here: http://zenhax.com/viewtopic.php?t=2933 Doesn't work for the upks that giratinapoke uploaded. Seems you'll need an upk which has a DWORD (inde...
