Search found 4134 matches

by shakotay2
Thu Jan 05, 2017 2:38 pm
Forum: 3D/2D models
Topic: Toybox Turbos's .ego and .BUNDLE files.
Replies: 9
Views: 2331

Re: Toybox Turbos's .ego and .BUNDLE files.

first submesh, some extra faces, dunno:
vrambundle.JPG
by shakotay2
Thu Jan 05, 2017 8:15 am
Forum: 3D/2D models
Topic: Ripping Dead Space 1-3 models with animations and textures.
Replies: 176
Views: 57786

Re: Ripping Dead Space 1-3 models with animations and textur

0426_opt_model1.geo is not too hard; had to split the first submesh because hex2obj can't handle more than 65535 tristripped FIs at once:
0426_opt_model1.JPG
Seems there's 37 more submeshes; good luck.
by shakotay2
Sun Jan 01, 2017 12:48 pm
Forum: 3D/2D models
Topic: fmo animations
Replies: 3
Views: 1503

Re: fmo animations

you'll have to find out what the data means - it's not too obvious:
fmo_anims.JPG
For translation/rotation we'd expect 3 or four floats; here it's only two (green).
Are the dwords (blue) the frame time? strange: 60, 76, 98, 124, 154, 176, 200, 216
Normally time offset is equal-distant.
by shakotay2
Sun Jan 01, 2017 12:05 pm
Forum: 3D/2D models
Topic: Ripping Dead Space 1-3 models with animations and textures.
Replies: 176
Views: 57786

Re: Ripping Dead Space 1-3 models with animations and textur

if there is only a few not-working models i think it would be quicker for you to just use Hex2obj to get these meshes than for me to try and figure out any flags and pointers to modify the script to support these. :oops: guess he will not as long as there's people who are doing all the work for him...
by shakotay2
Mon Dec 26, 2016 12:37 am
Forum: 3D/2D models
Topic: Import Tuner Challenge [XBOX360]
Replies: 98
Views: 37509

Re: Import Tuner Challenge [XBOX360]

00000538_dat_.JPG
(unsure about uvs start address)
by shakotay2
Sat Dec 24, 2016 5:24 pm
Forum: 3D/2D models
Topic: Need help to find pointers to textures.
Replies: 4
Views: 1547

Re: Need help to find pointers to textures.

eri619 wrote:Could you please help me to find the offsets of different mesh which points to their corresponding textures?
Is using offsets the way how it works for this game?
Iirc multiple textures are assigned using vertex groups for example.
by shakotay2
Fri Dec 23, 2016 1:03 pm
Forum: 3D/2D models
Topic: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models
Replies: 218
Views: 48790

Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Mod

Also another successful test of g_wh.ps3: :D yeah, see, there was a problem with the H2O-Maker. Also fixed the last submesh (quick fix only, may fail). (A +/- 1 correction of the vertex count might be required because sometimes the value in the ps3 file is different from the calculated one.) (exe f...
by shakotay2
Thu Dec 22, 2016 9:24 pm
Forum: 3D/2D models
Topic: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models
Replies: 218
Views: 48790

Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Mod

So even doing a calculation is not always working. Then what's the pattern AceWell spoke of? It really drives me crazy to still be stuck at finding the correct vertices startaddr, or anything hex2obj needed to perform its task. Maybe these so-called patterns would have some common features which co...
by shakotay2
Thu Dec 22, 2016 12:13 pm
Forum: 3D/2D models
Topic: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models
Replies: 218
Views: 48790

Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Mod

Feel free to create your own "theory of patterns". :D What I tried to say was that there's a difference between the patterns (structures) to find FVF sizes which AceWell spoke of and the byte sequences to identify "magic tables". Nothing more and nothing less. (While for FVFsizes...
by shakotay2
Wed Dec 21, 2016 6:36 pm
Forum: 3D/2D models
Topic: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models
Replies: 218
Views: 48790

Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Mod

I've noticed that the pattern of g_ad.ps3 is B4 01 58 1D 00 00 00 00, while the one of g_hm.ps3 is B4 01 C8 13 00 00 00 00. Are their patterns always start with B4 01, with the latter four bytes as 00 00 00 00 in this case (or universally) ? This should not be referred to as patterns (I feel guilty...
by shakotay2
Wed Dec 21, 2016 9:08 am
Forum: Tutorials
Topic: Extracting simple models
Replies: 493
Views: 294215

Re: Extracting simple models

dunno, looks like a collection of heads and hands, there's 160 assumed submeshes, many of them with less than 20 indices.

hand?

0x85149 605
Vb1
43 28
0x827F5 246
020000
0x0 255
by shakotay2
Tue Dec 20, 2016 3:19 pm
Forum: 3D/2D models
Topic: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models
Replies: 218
Views: 48790

Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Mod

But how should I exactly identify the correct start address of the face indices ? This is the code for *. ps3 files (pFBuf: pointer to file buffer): pFBuf= pTmp ; pFBuf += addr[cnt+1]-24 ; j = addr[cnt+1]-24 ; // use next address [cnt+1] while (*pFBuf==0){ pFBuf--; j-- ; } addrFI = j - 2*dwFaceIndC...
by shakotay2
Sun Dec 18, 2016 11:07 am
Forum: Game Archive
Topic: About Unreal Engine 4 level data.
Replies: 1
Views: 952

Re: About Unreal Engine 4 level data.

Roman wrote:And i get all objects in same places like i see in 3d level unreal 3d editor.

Need structure Unreal Engine 4 data level.
can't tell you about UE4 but do a forum search for 'parent'.

In the finds (297 so far) you might search for matrix, matrices or multiply.

HTH
by shakotay2
Sat Dec 17, 2016 7:44 pm
Forum: 3D/2D models
Topic: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models
Replies: 218
Views: 48790

Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Mod

Is it possible to write a tool with hex2obj built in to extract them automatically? If only I know what to do about it. Such tool can be created using this project: http://forum.xentax.com/viewtopic.php?f=29&t=12756 It requires that you do a format analysis and have some C coding skills. There'...
by shakotay2
Sat Dec 17, 2016 11:00 am
Forum: Tutorials
Topic: Extracting simple models
Replies: 493
Views: 294215

Re: Extracting simple models

Looks like double faces (maybe foreside and backside?). Swapping means the winding is changed. You can check such problems in a very simple way: create a copy of the whole wavefront obj file. In the original one delete all odd faces (line 1, 3, and so on in the faces' list). In the copy delete all e...