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- Fri Jul 08, 2016 8:55 pm
- Forum: 3D/2D models
- Topic: Cabal Online - EBM/ECH Import/Export scripts for 3ds Max
- Replies: 4
- Views: 4512
Re: Cabal Online - EBM/ECH Import/Export scripts for 3ds Max
I don't really care for this game, so I was led to this thread by chance. Nethertheless just a remark which should apply to some other threads in this forum, too: As you may have noticed the thread is about 2 years old and its author provided his scripts via dropbox (thx, FauxBestaan :) ). >>> It's ...
- Fri Jul 08, 2016 8:24 pm
- Forum: 3D/2D models
- Topic: CABAL .EBM Can't Open 3D model
- Replies: 24
- Views: 7556
Re: CABAL .EBM Can't Open 3D model
@godskin: use a hexeditor to look into that EBM, you'll find the strings 'DDS' and 'DXT1' delete everything before 'DDS' and save the rest as as whatevername.dds as simple as that: DeathNight_Boss-EBM.jpg (There's another two dds contained (DXT3) - but I'll leave that task to be solved by you. :) ) ...
- Thu Jul 07, 2016 6:12 am
- Forum: 3D/2D models
- Topic: Tokyo Mirage Sessions / Genei Ibun Roku .apak
- Replies: 11
- Views: 4285
Re: Tokyo Mirage Sessions / Genei Ibun Roku .apak
first submesh:
0x6B40 1392
Vb1
32 99
0x1AC40 288
120000
0x0 255
uvs possibly at 1D044, size 8, WordUV
0x6B40 1392
Vb1
32 99
0x1AC40 288
120000
0x0 255
uvs possibly at 1D044, size 8, WordUV
- Wed Jul 06, 2016 7:29 pm
- Forum: 3D/2D models
- Topic: Monster Hunter 3 Ultimate Animations/Animations in general
- Replies: 11
- Views: 4399
Re: Monster Hunter 3 Ultimate Animations/Animations in gener
I think you'll need to check more "unusual" datablocks like this one (from mot_em001 ) to get a clue which meaning the values might have (the count is 448 x 4 bytes): 0xc5b70 448 730DB869 CC490001 72FFABFB CC490001 72D39DDB CC490001 7286925F CC490001 72138DDC CC490002 .. 87EF130E CC490001 ...
- Wed Jul 06, 2016 3:47 pm
- Forum: 3D/2D models
- Topic: Monster Hunter 3 Ultimate Animations/Animations in general
- Replies: 11
- Views: 4399
Re: Monster Hunter 3 Ultimate Animations/Animations in gener
But you'll need to dive into Noesis python script before. I actually have. But I thought Noesis was for textures? Textures is the smallest part. Primary I use it for models, animations and format conversions (especially the to SMD conversion is a must have, imho). btw: those datablocks, you referre...
- Wed Jul 06, 2016 11:57 am
- Forum: 3D/2D models
- Topic: Monster Hunter 3 Ultimate Animations/Animations in general
- Replies: 11
- Views: 4399
Re: Monster Hunter 3 Ultimate Animations/Animations in gener
thx, I'll give that a go - but I'm very slow. Before I can contribute anything you'll have solved the ridle, I guess. :D but I thought I would first ask if someone else has some intuition as to what the data could mean. yep, the one who has is MrAdults. He might jump into discussion as soon as the k...
- Tue Jul 05, 2016 10:30 pm
- Forum: 3D/2D models
- Topic: Monster Hunter 3 Ultimate Animations/Animations in general
- Replies: 11
- Views: 4399
Re: Monster Hunter 3 Ultimate Animations/Animations in gener
thanks for sharing! (data endianess is 'big'?) The lmt you provided is much too big/complex, imho. Don't you have a smaller one? (A model with less bones, a chicken maybe, could simplify things, too.) btw: I appreciate your explanations but it's a little bit tedious to follow would be really helpful...
- Sun Jul 03, 2016 7:11 pm
- Forum: 3D/2D models
- Topic: [Request] Elite Lord Of Alliance (ELOA) .NIF/.KF
- Replies: 7
- Views: 1756
Re: [Request] Elite Lord Of Alliance (ELOA) .NIF/.KF
dunno, what you mean but there's another way to show you what the problems are. Try NifSkope 1.2.0 from July 2014. It loads the amalan.nif (skeleton). But it can't attach any amalan kf (menu Spells/Animation/Attach .KF) (Latter version might fail to load the skeleton for some unknown reason.) (I had...
- Sun Jul 03, 2016 5:46 pm
- Forum: 3D/2D models
- Topic: Model reverse FACES making
- Replies: 6
- Views: 1546
Re: Model reverse FACES making
And the problem isn't really export a model (even we write a "anti-dumb people" tutorial) the big problem it's convert a model to a similar face structure. why do you think it's only the face structure? (If it were it would be rather simple to create new ones, imho). I'm not sure whether ...
- Sun Jul 03, 2016 4:06 pm
- Forum: 3D/2D models
- Topic: [Request] Elite Lord Of Alliance (ELOA) .NIF/.KF
- Replies: 7
- Views: 1756
Re: [Request] Elite Lord Of Alliance (ELOA) .NIF/.KF
yep, bro, that's a known problem.
(If you're familiar with blender you might try out blender nif tools.
Import, "NetImmerse Gamebryo files (nif, kf, kfm)"
- good luck.)
(If you're familiar with blender you might try out blender nif tools.
Import, "NetImmerse Gamebryo files (nif, kf, kfm)"
- good luck.)
- Sun Jul 03, 2016 8:50 am
- Forum: 3D/2D models
- Topic: Model reverse FACES making
- Replies: 6
- Views: 1546
Re: Model reverse FACES making
because i can't tell to game how read faces (it do it in order using the last 2) "using the last 2"? I don't get what you mean exactly. Could you rephrase this, please? i write a "macro" to make the OBJ model what kind of "macro", python script? I found a model format ...
- Sun Jul 03, 2016 8:37 am
- Forum: 3D/2D models
- Topic: [Request] Elite Lord Of Alliance (ELOA) .NIF/.KF
- Replies: 7
- Views: 1756
Re: [Request] Elite Lord Of Alliance (ELOA) .NIF/.KF
load a kf file then choose amalan.nif
- Sat Jul 02, 2016 8:06 pm
- Forum: 3D/2D models
- Topic: Model reverse FACES making
- Replies: 6
- Views: 1546
Re: Model reverse FACES making
The face are ordenated so if there are 10 vertex (all with vt and shadding) the faces order will be this 1 - 2 - 3 2 - 3 - 4 3 - 4 - 5 4 - 5 - 6 5 - 6 - 7 6 - 7 - 8 7 - 8 - 9 8 - 9 - 10 For that reassons there are some groups of vertex on bones to do the complete model. There is a way to take a for...
- Wed Jun 29, 2016 8:18 pm
- Forum: 3D/2D models
- Topic: [Request] Tree of savior (.XAC) Export
- Replies: 21
- Views: 9548
Re: [Request] Tree of savior (.XAC) Export
upload the xac in question, please.
- Wed Jun 29, 2016 9:24 am
- Forum: 3D/2D models
- Topic: [Request] Tree of savior (.XAC) Export
- Replies: 21
- Views: 9548
Re: [Request] Tree of savior (.XAC) Export
You were instructed to use blender249 ("It requires Blender 249 and Python26.")
Newer versions don't work.
Hover the mouse cursor over the script (Texteditor window) then press alt-p to start the script.
Newer versions don't work.
Hover the mouse cursor over the script (Texteditor window) then press alt-p to start the script.
