Search found 4134 matches

by shakotay2
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 ...
by shakotay2
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:
CAR10_C3.jpg
(replace 3945 by 4175)
by shakotay2
Mon May 02, 2016 5:03 pm
Forum: Tutorials
Topic: Extracting simple models
Replies: 493
Views: 294215

Re: Extracting simple models

daemon1 wrote:Just divide the full size of vertex/UV block by that, and you get FVF size.
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".

How should anyone know that this is the "full size"?
by shakotay2
Sun May 01, 2016 11:30 pm
Forum: Tutorials
Topic: Extracting simple models
Replies: 493
Views: 294215

Re: Extracting simple models

OriginOfWaves wrote:could you explain how you got the FVF size?
it's a matter of patterns in most cases - here 3C 02 03 01
for example, which is repeated after 56 bytes
by shakotay2
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:
check.jpg
I used it in a VM, which I reinstall all 4..6 weeks, so I'm safe.
(and 'yes', it displays this amazing girl...)
by shakotay2
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...
by shakotay2
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...
by shakotay2
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!):
STS_hummer.jpg
by shakotay2
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...
by shakotay2
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...
by shakotay2
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?...
by shakotay2
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 ...
by shakotay2
Sat Apr 30, 2016 10:54 pm
Forum: Game Archive
Topic: The Division SDF Archive Format
Replies: 136
Views: 72986

Re: The Division SDF Archive Format

pistol_03.jpg
by shakotay2
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...
by shakotay2
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