uvs? Yeah, a mystery - for the fst submesh they're overlapping or whatever.
For the 2nd one UVpos=8 is okay:
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- Wed Mar 30, 2016 7:30 pm
- Forum: 3D/2D models
- Topic: Far Cry Instincts .xbg
- Replies: 32
- Views: 10127
- Wed Mar 30, 2016 12:09 pm
- Forum: 3D/2D models
- Topic: Far Cry Instincts .xbg
- Replies: 32
- Views: 10127
Re: Far Cry Instincts .xbg
(well, I know harder mysteries.Wobble wrote:Where are vertex/trig/index counts, where is vertex format size?
boat01.xgb, offset 0x03A0: 32 01 18 00 8C 00
(FI count, FVFsize, vertex count of 2nd submesh)
For the fst one it's at 0x37C.
Uploaded samples are low poly:
- Tue Mar 29, 2016 3:28 pm
- Forum: 3D/2D models
- Topic: Far Cry Instincts .xbg
- Replies: 32
- Views: 10127
Re: Far Cry Instincts .xbg
I get repeated indices (0,0...), (14,14...) (41,41...) hex2obj uses this standard (?) algo (which excludes doubles) for creating face indices in (tri) Strip mode: http://forum.xentax.com/viewtopic.php?f=16&t=12804&p=116367#p116367 (see post as of Sat Feb 27, 2016 12:12 am) Seems to work in ...
- Tue Mar 29, 2016 8:45 am
- Forum: 3D/2D models
- Topic: 3D Model Power Ranger Android Help
- Replies: 6
- Views: 3598
Re: 3D Model Power Ranger Android Help
I won't download samples from hosters (here: 4 shared) who want to leech/invade my social networks, sry.
Also: what did you try so far?
(You won't expect others to download the whole game, do you?)
Also: what did you try so far?
(You won't expect others to download the whole game, do you?)
- Mon Mar 28, 2016 11:11 pm
- Forum: 3D/2D models
- Topic: Far Cry Instincts .xbg
- Replies: 32
- Views: 10127
Re: Far Cry Instincts .xbg
, and how much I tried, i can't get correct meshes in Hex2Obj. yep, there is some hurdle: Doesn't look like a hat, for sure. :D edit: well, was 8 bytes off Rangerhat.jpg UVpos is 8. [...], I'm sure someone will make a tool for model import there aren't too many "someones" atm :D And meanw...
- Mon Mar 28, 2016 4:05 pm
- Forum: 3D/2D models
- Topic: 3d max 2009 not open nif divinity 2 mesh.
- Replies: 3
- Views: 1002
Re: 3d max 2009 not open nif divinity 2 mesh.
concerning your edit: yeah, there's some trouble with the obj - my link showed a way how to fix it. Give more informations on what you tried so far and what your problem is exactly . Did you get the mesh? From your opening post I guess: 'no'. Getting the animations is the last (and most time consumi...
- Mon Mar 28, 2016 2:09 pm
- Forum: 3D/2D models
- Topic: Issue Importing .M3 file to Blender/3dsmax
- Replies: 3
- Views: 1156
Re: Issue Importing .M3 file to Blender/3dsmax
dunno, don't owe the game.
Maybe the thread opener knows.
Maybe the thread opener knows.
- Mon Mar 28, 2016 11:14 am
- Forum: 3D/2D models
- Topic: Shining Resonance .MLX
- Replies: 70
- Views: 29094
Re: Shining Resonance .MLX
I tried to decrypt the .edat for the DLC and I renamed it as a cpk etc yep, guess it's because decrypted edat file rename .dat → .cpk may work or not. We don't have a working sample/picture of .dat file headers, whatever. So late readers happen to end up nowhere after searching/installing EDAT_Rebu...
- Mon Mar 28, 2016 9:48 am
- Forum: 3D/2D models
- Topic: 3d max 2009 not open nif divinity 2 mesh.
- Replies: 3
- Views: 1002
Re: 3d max 2009 not open nif divinity 2 mesh.
For extracting the models you can use Nifscope 1.0.22 or blender with Niftools. There's some trouble with the created obj file. Read here: http://forum.xentax.com/viewtopic.php?f=29&t=8822&p=72136&hilit=divinity+2+nif#p72136 post as of Tue Apr 24, 2012 12:29 am, or you could try a never ...
- Sat Mar 26, 2016 11:30 am
- Forum: Graphic file formats
- Topic: [PC Doujin] .dat file contains graphic resources - HELP!
- Replies: 3
- Views: 1220
Re: [PC Doujin] .dat file contains graphic resources - HELP!
try to split up the bitmaps into smaller pieces to get a deeper understanding of the sizes: KD-split.jpg (The horizontal white lines are inserted while the vertical ones are overwriting pixels so don't be confused.) Once u know how this puzzle works you could do some changes. That will be hard but i...
- Sat Mar 26, 2016 7:09 am
- Forum: 3D/2D models
- Topic: Phantomers models
- Replies: 1
- Views: 1766
Re: Phantomers models
quickest approach for me is using hex2obj:
H2O file for katie's hair:
0xF5EDC 7953
Vb1
12 99
0xD8CFB 2129
020000
0xF1C47 8
0xF5EDC 7953
Vb1
12 99
0xD8CFB 2129
020000
0xF1C47 8
- Fri Mar 25, 2016 3:54 pm
- Forum: 3D/2D models
- Topic: Issue Importing .M3 file to Blender/3dsmax
- Replies: 3
- Views: 1156
Re: Issue Importing .M3 file to Blender/3dsmax
leaving the audience in wild guessing...repstar wrote:but whenever i try to open this specific .M3 file i get an error and im not sure why.
which script, what kind of error?
As with T.M.'s script HotS v1.1 I get this:
- Fri Mar 25, 2016 1:03 pm
- Forum: 3D/2D models
- Topic: Gran Turismo 2 export/import [Request]
- Replies: 5
- Views: 4704
Re: Gran Turismo 2 export/import [Request]
yep, you're right - the point clouds are ugly:
- Fri Mar 25, 2016 12:32 pm
- Forum: Compressed files and methods
- Topic: picture compression algo help
- Replies: 5
- Views: 1733
Re: picture compression algo help
reminds me of pcx:
0x0080 F0 03 F0 01 F0 03 F0 03 F0 01 F0 03 F0 03 F0 01 ð.ð.ð.ð.ð.ð.ð.ð.
How did you create that black.packed file?
0x0080 F0 03 F0 01 F0 03 F0 03 F0 01 F0 03 F0 03 F0 01 ð.ð.ð.ð.ð.ð.ð.ð.
How did you create that black.packed file?
- Fri Mar 25, 2016 10:36 am
- Forum: 3D/2D models
- Topic: Gran Turismo 2 export/import [Request]
- Replies: 5
- Views: 4704
Re: Gran Turismo 2 export/import [Request]
well, then, could you upload that 3ds file, please? (or convert it to obj and then post an excerpt such as I asked for in my previous post?)Ferrari formula 1 wrote:As for zanoza - Well,not really. It works only one way(extraction) and has no uv and structure data,just the model and It's able to convert it to 3ds.
