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by shakotay2
Mon Mar 24, 2014 8:13 am
Forum: Tutorials
Topic: Extracting simple models
Replies: 433
Views: 177101

Re: Extracting simple models

The above H2O files are for models of the PC version. Models of console versions are different. The data alignment is big endian. For the other parameters you'll have to try it out. Guess they are different, too. (Startaddresses will be different; maybe face indices count and vertex count are identi...
by shakotay2
Mon Mar 24, 2014 8:00 am
Forum: 3D/2D models
Topic: [REQUEST] Dekaron/2moons model exporter/importer
Replies: 5
Views: 2520

Re: [REQUEST] Dekaron/2moons model exporter/importer

what about FattyB from elitepvpers forum and his Dekaron .mesh exporter project from 3 years ago? Seems he didn't finish it. (So I guess noone ever will write an exporter.) But if you uploaded some .mesh samples (a character, an armor, a weapon and a small object like a book or a box for example) ma...
by shakotay2
Sat Mar 22, 2014 10:55 am
Forum: Tutorials
Topic: Extracting simple models
Replies: 433
Views: 177101

Re: Extracting simple models

UVs of DarkSiders 2 ( PC ) models: http://www7.pic-upload.de/thumb/22.03.14/oc2hb7wa8oyk.jpg http://www7.pic-upload.de/thumb/22.03.14/b46h2tx3qu5.png H2O files (hex2obj ver. 022 required): Deadlord: 0x25D11 28497 Vb1 52 99 0x46787 6396 020100 0x33BB3 12 Darkwar: 0x1E5EB 32655 Vb1 52 99 0x44A61 7623 ...
by shakotay2
Sat Mar 08, 2014 11:08 am
Forum: 3D/2D models
Topic: Paladin5 (仙剑奇侠传5)
Replies: 3
Views: 1086

Re: Paladin5 (仙剑奇侠传5)

Image

(A handful of vertices seems to be superflous - didn't correct this.)

Use this h2o file to gain uvs, too:
(copy the lines into bianfu.h2o for example)
0x8746 1063
Vb1
12 99
0x5205 555
041000
0x29B5 8
by shakotay2
Fri Mar 07, 2014 6:56 pm
Forum: Game Archive
Topic: Asterix XXL 2 Unpack/Repack [.KWN]
Replies: 2
Views: 1023

Re: Asterix XXL 2 Unpack/Repack [.KWN]

00GLOCK.KWN: you'll have to understand the structure of the unicode table at the beginning. Then translate it. At 0x000C there seems to be the end address of the table: 0x12AC2 Has to be adjusted according to the length of your translated table. Don't know whether this will be sufficient - you'll ha...
by shakotay2
Tue Mar 04, 2014 5:23 pm
Forum: Old posts
Topic: Pokemon Battle Revolution .fsys model extractor with bones
Replies: 1
Views: 3839

Re: Pokemon Battle Revolution .fsys model extractor with bon

Find a lzss decompressor/obm creator for .fsys files and a blender 2.49 obm import script here:
http://www.vg-resource.com/showthread.php?tid=22105

(obm is an extended obj format)
by shakotay2
Mon Mar 03, 2014 12:23 pm
Forum: 3D/2D models
Topic: Oil Rush's mesh files
Replies: 3
Views: 903

Re: Oil Rush's mesh files

read "extracting simple models" from my sig
by shakotay2
Sun Mar 02, 2014 1:19 pm
Forum: 3D/2D models
Topic: Bots .bsc
Replies: 13
Views: 3011

Re: Bots .bsc

Hey, First of all I am kind off new to this. So forgive me for stupid mistakes. Mistakes are part of scripting. I don't see any stupid mistakes (well, you shouldn't forget to close files.) I need some help with writing a noesis plugin. I always lose too much time trying it with Noesis (though it's ...
by shakotay2
Sat Mar 01, 2014 1:10 pm
Forum: 3D/2D models
Topic: Oil Rush's mesh files
Replies: 3
Views: 903

Re: Oil Rush's mesh files

Image

not sure about UVs. So you'll have to fiddle around for yourself.
(You could try 0x54DB as a start address for the UVs block.
The DWORD before 0x33A= 826 is the count)

h2o file:
0x6EAF 1500
Vb1
18 99
0xEF 826
020000
0x3B07 8
by shakotay2
Wed Feb 26, 2014 5:44 pm
Forum: 3D/2D models
Topic: League of Legends Map - NVR decompiling/recompiling
Replies: 31
Views: 6964

Re: League of Legends Map - NVR decompiling/recompiling

guess, that won't change anything. There's two x-files missing for the old version room.nvr (7413320 bytes) for me. (Also got last line 715/716 because the index i counts from 0, so doesn't reach max index.) For the new format only tested with the uploaded room.nvr, file size: 23602376 bytes. For ot...
by shakotay2
Wed Feb 26, 2014 4:39 pm
Forum: 3D/2D models
Topic: League of Legends Map - NVR decompiling/recompiling
Replies: 31
Views: 6964

Re: League of Legends Map - NVR decompiling/recompiling

upps, sry: int temp_values[4]; // 3-> 4
by shakotay2
Wed Feb 26, 2014 3:22 pm
Forum: 3D/2D models
Topic: League of Legends Map - NVR decompiling/recompiling
Replies: 31
Views: 6964

Re: League of Legends Map - NVR decompiling/recompiling

works for your uploaded room.nvr only I guess. (There's a better solution required to determine what's of vertex list type 2 than checking for 0xFF7F7F7F or 0xFF16191E.) class nvr_vertexlist_struct_class { public: int size; >>> int type; nvr_vertex *vertices; }; //get vertex list int temp_values[4];...
by shakotay2
Wed Feb 26, 2014 2:04 pm
Forum: 3D/2D models
Topic: League of Legends Map - NVR decompiling/recompiling
Replies: 31
Views: 6964

Re: League of Legends Map - NVR decompiling/recompiling

There is at least one other vertex list type with the size of 40 bytes at 0x145BB0
in the room.nvr
140200 (list size) / 40= 3505
4777.406738 -38.057873 3405.364502
normals 0.692772 0.045192 -0.719740
uv 0.016999 0.730632
unknown DWORDs 2F 2E 2C FF 7F 7F 7F FF
by shakotay2
Fri Feb 21, 2014 10:04 am
Forum: Tutorials
Topic: Extracting simple models
Replies: 433
Views: 177101

Re: Extracting simple models

my bad - I didn't comment out a test line for kao kanguroo
thx for reporting!

Also fixed a clipping bug for uv values >1.0
reported by o0DemonBoy0o.

fixed with v0.22 (view start post)