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Search found 4134 matches
- 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:
- 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:
Seems there's 37 more submeshes; good luck.
- 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:
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.
Are the dwords (blue) the frame time? strange: 60, 76, 98, 124, 154, 176, 200, 216
Normally time offset is equal-distant.
- 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...
- 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]
(unsure about uvs start address)
- 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.
Is using offsets the way how it works for this game?eri619 wrote:Could you please help me to find the offsets of different mesh which points to their corresponding textures?
Iirc multiple textures are assigned using vertex groups for example.
- 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...
- 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...
- 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...
- 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...
- 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
hand?
0x85149 605
Vb1
43 28
0x827F5 246
020000
0x0 255
- 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...
- 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.
can't tell you about UE4 but do a forum search for 'parent'.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.
In the finds (297 so far) you might search for matrix, matrices or multiply.
HTH
- 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'...
- 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...
