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- Wed May 04, 2016 4:36 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294215
Re: Extracting simple models
, i can only seem to find the UVs for the second (LOD1) lower resolution mesh. but it's not in the H2O in your zip, is it? Anyway, creating some kind of address map for that .mesh would help, I guess. Here's what I found so far: faith_1.jpg (maybe it's the uvs you found already, dunno) well aren't ...
- Tue May 03, 2016 2:34 pm
- Forum: 3D/2D models
- Topic: S.C.A.R.: Squadra Corse Alfa Romeo models
- Replies: 2
- Views: 1267
Re: S.C.A.R.: Squadra Corse Alfa Romeo models
first submesh:
(replace 3945 by 4175)
- Mon May 02, 2016 5:03 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294215
Re: Extracting simple models
yep, but in this special case that won't help. Look at 0x2C610 (3246x56) in magrope_skin.chunk and you'll see that you're "at the edge of nowhere".daemon1 wrote:Just divide the full size of vertex/UV block by that, and you get FVF size.
How should anyone know that this is the "full size"?
- Sun May 01, 2016 11:30 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294215
Re: Extracting simple models
it's a matter of patterns in most cases - here 3C 02 03 01OriginOfWaves wrote:could you explain how you got the FVF size?
for example, which is repeated after 56 bytes
- Sun May 01, 2016 9:33 pm
- Forum: 3D/2D models
- Topic: Extracting models from Dirty Bomb
- Replies: 10
- Views: 3104
Re: Extracting models from Dirty Bomb
I won't bother but where's the UE SkelMesh Viewer from?
Virustotal says: I used it in a VM, which I reinstall all 4..6 weeks, so I'm safe.
(and 'yes', it displays this amazing girl...)
Virustotal says: I used it in a VM, which I reinstall all 4..6 weeks, so I'm safe.
(and 'yes', it displays this amazing girl...)
- Sun May 01, 2016 8:48 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294215
Re: Extracting simple models
guess, you mean "block mode" (such as vx,vy,vz, nx,ny,nz, tx,ty) because in hex2obj's "mixed mode" UVpos is 99 per definition and the uvs are in a separate block but 'yes', it's a known problem with hex2obj and there's an ugly workaround using the "mixed" instead of &qu...
- Sun May 01, 2016 6:06 pm
- Forum: 3D/2D models
- Topic: Boiling Point: Road to Hell *.RF2
- Replies: 17
- Views: 4415
Re: Boiling Point: Road to Hell *.RF2
But me need import script with support bones and animations. that's not a "15 minutes job", so sry. There is screens how looks the official RF2Viewer: does this viewer have an export option (for skeleton bones etc.)? Is there an option to export the mesh? Guess noone will care just for &q...
- Sun May 01, 2016 10:09 am
- Forum: 3D/2D models
- Topic: Boiling Point: Road to Hell *.RF2
- Replies: 17
- Views: 4415
Re: Boiling Point: Road to Hell *.RF2
start of counts (check it for other models!):
- Sun May 01, 2016 9:31 am
- Forum: 3D/2D models
- Topic: Boiling Point: Road to Hell *.RF2
- Replies: 17
- Views: 4415
Re: Boiling Point: Road to Hell *.RF2
here's the script (will work with the door only, startaddress of FI's block 0x256 to be modified for other models): vertArray=#() faceArray =#() UVarray=#() function ReadModelFile fName= ( format "-- START READING MODEL FILE --\n" stream = fOpen fname "rb" -- Open the file for re...
- Sun May 01, 2016 8:49 am
- Forum: 3D/2D models
- Topic: Boiling Point: Road to Hell *.RF2
- Replies: 17
- Views: 4415
Re: Boiling Point: Road to Hell *.RF2
Somebody can help me and create 3ds max import script? What exactly do you mean by "help"? Do you know maxscript? If so then read here: http://forum.xentax.com/viewtopic.php?f=16&t=11090&p=118039&hilit=maxscrript#p118039 (When modifying the script for RF2 you'll need to use re...
- Sun May 01, 2016 8:21 am
- Forum: Game Archive
- Topic: phyre format
- Replies: 2
- Views: 1682
Re: phyre format
i tried with shakotay2's method but i can use it only for a phyre archive with one or wo dds. I can't remember what "method" that should have been. :D Could you provide a link, please? edit: well, no answer at all. Guess this is the link in question: http://forum.xentax.com/viewtopic.php?...
- Sun May 01, 2016 8:14 am
- Forum: 3D/2D models
- Topic: Extracting models from Dirty Bomb
- Replies: 10
- Views: 3104
Re: Extracting models from Dirty Bomb
That old thread showed usage of hex2obj but I'm unsure how am I supposed to load a model in it if it's inside a .upk use of hex2obj requires the "raw" model data (as .umap is). It has no unpack/decompression feature. gildor spent years to create umodel but it claims: "ERROR: Unknown ...
- Sat Apr 30, 2016 10:54 pm
- Forum: Game Archive
- Topic: The Division SDF Archive Format
- Replies: 136
- Views: 72986
- Sat Apr 30, 2016 9:42 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294215
Re: Extracting simple models
More details or a H2O file would have prevented me from doing this from scratch, so my available 15 minutes were eaten up. :D Your on your own now to increase the face indices count until you'll meat the end of the first submesh. (From the point cloud I guess there's only one SM - dunno what the add...
- Sat Apr 30, 2016 9:02 pm
- Forum: 3D/2D models
- Topic: HOW TO GET 3D FILES FROM .BIN ??
- Replies: 1
- Views: 4615
Re: HOW TO GET 3D FILES FROM .BIN ??
"State of art" getting models in obj format from Ride is using Ninja Ripper.
Because of that I've stopped my investigations here:
viewtopic.php?f=16&t=12791&hilit=ride
Because of that I've stopped my investigations here:
viewtopic.php?f=16&t=12791&hilit=ride
