It's not the only way, for sure, but it's the simplest way I could think of
in case you can't script or code and don't have the luck to be a UU3D user.
Poll & Discussion: We wish the site to continue (Y/N)
Search found 4134 matches
- Mon Nov 28, 2016 10:17 pm
- Forum: 3D/2D models
- Topic: SW Battlefront 2015 model files
- Replies: 76
- Views: 23202
- Thu Nov 17, 2016 9:20 am
- Forum: 3D/2D models
- Topic: Milestone .bin 3d models [offering paid job]
- Replies: 5
- Views: 1702
Re: Milestone .bin 3d models [offering paid job]
you could try it for yourself:
(There's also an FVFsize of 40 to be found in the bin file.)
- Tue Nov 15, 2016 10:45 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
As you can see from the "resulting listener output" it worked.
You've to change the path (K:\\...) so that it points to your model files' folder, of course and set the model_type.
You've to change the path (K:\\...) so that it points to your model files' folder, of course and set the model_type.
- Mon Nov 14, 2016 7:43 am
- Forum: 3D/2D models
- Topic: [solved] Animation - Convert Matrices (model to local)
- Replies: 8
- Views: 1839
Re: [solved] Animation - Convert Matrices (model to local)
Thank you very much!
Great to see your progress; seems you're walking a steep learning curve.
Great to see your progress; seems you're walking a steep learning curve.
- Sun Nov 13, 2016 10:04 pm
- Forum: 3D/2D models
- Topic: .PAC Monster Hunter Frontier
- Replies: 2
- Views: 1101
Re: .PAC Monster Hunter Frontier
I remember the times when this used to be a "research forum". :D What were your investigations so far? With the hint from finale00 it's plain to see that there's a png from 0xC0B0 to 0x19406 in em016.pac : C064.png btw: aluigi wrote on Zenhax that files containing 'ecd' are probably encryp...
- Sun Nov 13, 2016 9:07 am
- Forum: 3D/2D models
- Topic: Genkai Tokkii Seven Pirates .PAC
- Replies: 2
- Views: 1017
Re: Genkai Tokkii Seven Pirates .PAC
yeah, scripts! As you may know a full format analysis is required before you can create a script. We've some capable "scripting heroes" in this forums but they can't/they won't care for any format as you may have experienced. A last time (hopefully) I'll show how easy it is to obtain the m...
- Sun Nov 13, 2016 2:53 am
- Forum: 3D/2D models
- Topic: MMO Black Desert Online
- Replies: 112
- Views: 71663
Re: MMO Black Desert Online
the patch is simple, replace elif parVer == 259:
by
by
Code: Select all
elif parVer == 515:#was 0x103=259
bs.seek(4, NOESEEK_REL);#patch for 0x203- Sat Nov 12, 2016 5:35 pm
- Forum: 3D/2D models
- Topic: [solved] Animation - Convert Matrices (model to local)
- Replies: 8
- Views: 1839
Re: [solved] Animation - Convert Matrices (model to local)
that's great!
Could you please give a brief survey about the main points to get your solution?
Or your final code.
Because there was transposing, multiplying and inversing matrices.
Transposing was only required to adapt the opengl matrices for DirectX, right?
Could you please give a brief survey about the main points to get your solution?
Or your final code.
Because there was transposing, multiplying and inversing matrices.
Transposing was only required to adapt the opengl matrices for DirectX, right?
- Sat Nov 12, 2016 1:15 pm
- Forum: 3D/2D models
- Topic: Valkyrie Drive Bhikkhuni (Vita) Noesis Script
- Replies: 13
- Views: 5467
Re: Valkyrie Drive Bhikkhuni (Vita) Noesis Script
there's no simple adaption for the script, afaics
Meanwhile you could fiddle around with hex2obj (pl00_head.msb):
Meanwhile you could fiddle around with hex2obj (pl00_head.msb):
- Fri Nov 11, 2016 8:48 am
- Forum: 3D/2D models
- Topic: need help for the nif Noesis Plugin
- Replies: 7
- Views: 2632
Re: need help for the nif Noesis Plugin
Everything you need is right there in front of you. yeah, I see. :) But I'm too busy with my own projects than to waste lifetime with annoying formats such as "nif". And as you wrote, that format is "solved", more or less. I found the NifConvert project here on my old pc (guess ...
- Thu Nov 10, 2016 4:47 pm
- Forum: 3D/2D models
- Topic: [solved] Animation - Convert Matrices (model to local)
- Replies: 8
- Views: 1839
Re: Animation - Convert Matrices (model to local)
Any idea how I can fix my script? (see fiddle for code and result) umpf, well, not at a first glance. I'd care for the transitions first. Did you notice that if you comment out frameMatrix.copy(rotation) the moving cape is processed properly? If you set frameBones.length to 2 in this line for (var ...
- Wed Nov 09, 2016 6:57 pm
- Forum: 3D/2D models
- Topic: need help for the nif Noesis Plugin
- Replies: 7
- Views: 2632
Re: need help for the nif Noesis Plugin
Guess noone can help you except MrAdults himself. I made some (ugly) patches to load specific nifs like AncientGiant from Atlantica Online but this time it's harder. (Could be helpful if you uploaded an oblivion nif that is successfully processed by the script.) Why didn't you try out NifSkope, btw?
- Tue Nov 08, 2016 7:35 pm
- Forum: 3D/2D models
- Topic: The Devil Inside unknown file types?
- Replies: 2
- Views: 762
Re: The Devil Inside unknown file types?
hello,
I'm asking myself why you guys don't try out such simple things for yourselves?
I'm asking myself why you guys don't try out such simple things for yourselves?
- Tue Nov 08, 2016 7:23 pm
- Forum: Tutorials
- Topic: [Help] Hex2obj
- Replies: 20
- Views: 17309
Re: [Help] Hex2obj
See for me if i can extract the models, or not. CT.DPC contains hundreds of DXT1, DXT5 strings. So may contain textures, maybe compressed And the more important, if i can change the coordinates of the objects, and how to do it. :mrgreen: that's not a matter of hex2obj - it's modding; look for threa...
- Mon Nov 07, 2016 9:04 pm
- Forum: Game Archive
- Topic: Understanding Maps/Terrain
- Replies: 7
- Views: 2040
Re: Understanding Maps/Terrain
mirroring at axis is done by multiplying with -1.0 If you want to flip it for example in y-direction then y' = -y. But it you want to flip without moving/offset then the formulae is y' = deltaY - y, where deltaY = ymax + ymin example flipping uvs (where tymax= 1.0, tymin=0.0 -> deltaY= 1.0) ty' = 1....
