Search found 4134 matches

by shakotay2
Mon Feb 08, 2016 3:55 pm
Forum: 3D/2D models
Topic: help with this command
Replies: 11
Views: 1547

Re: help with this command

But that's the ones which were already included in the Model and Animation folder of your previous upload, aren't they?

What I meant was a model (.lmt, .mod) which you could successfully create a working animation from using Surveyor's tools. Or don't you have such?
by shakotay2
Mon Feb 08, 2016 2:10 pm
Forum: 3D/2D models
Topic: help with this command
Replies: 11
Views: 1547

Re: help with this command

Thank you! :)
I'll see what I can do. But don't expect it too soon.

btw: it could be helpful if you provided one model (.lmt and .mod) where the generated .ms files create a working animation in 3dsmax.
by shakotay2
Mon Feb 08, 2016 12:27 pm
Forum: 3D/2D models
Topic: help with this command
Replies: 11
Views: 1547

Re: help with this command

If I had realized , of that mistake in the bones, but do not try to change and I tried it to rename the bones gives inseperado result , would have to find which are the bones indicated or names of the bones. :( The author is the user Surveyor Thx, but Surveyor's last post is from 4 years ago. Is th...
by shakotay2
Mon Feb 08, 2016 11:57 am
Forum: 3D/2D models
Topic: V-Rally 3 ".g2d" & ".g3d"
Replies: 7
Views: 2442

Re: V-Rally 3 ".g2d" & ".g3d"

Yes, I've tried and the rip was screwed, well, no surprise. :D There's some problems with analysing, too many missing objects, some missing faces though I've made some progress: cordoba.JPG (I know there's people on Xentax who could handle this better but I remember only one of them who cared for c...
by shakotay2
Sun Feb 07, 2016 7:25 pm
Forum: 3D/2D models
Topic: help with this command
Replies: 11
Views: 1547

Re: help with this command

Hi, I wanted to know what the problem with this script , apparently does conflict , em003_0.ms , here is the problem: noda = getnodebyname"em003_bone_62" There's no such bone created in em003.mod.ms but em003_bone_0 up to em003_bone_43 Seems most of the bone numbers in the first script do...
by shakotay2
Sat Feb 06, 2016 5:13 pm
Forum: Game Archive
Topic: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
Replies: 309
Views: 142339

Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger

shakotay, why'd you delete that post? I was just coming here to reply to it. After I reread Gh0stBlade's post and your reply I found that: I assume that 0xFFFF is a valid triangle index based on what Gh0stBlade is saying. this is true. If as shakotay said those are not actually indices, then obviou...
by shakotay2
Fri Feb 05, 2016 2:32 am
Forum: 3D/2D models
Topic: Help Unpack 3D model from PC game
Replies: 2
Views: 936

Re: Help Unpack 3D model from PC game

using hex2obj (view link in my sig):
car07.JPG
by shakotay2
Fri Feb 05, 2016 12:33 am
Forum: Compressed files and methods
Topic: bdae to 3ds model
Replies: 26
Views: 8005

Re: bdae to 3ds model

Thx - I changed the signature to lowercase but BRRES Viewer v1.3.1, 3 Jan 2011 By Kentilan doesn't recognize it (maybe a matter of endianess?). There's a brres-splitter, but it doesn't produce an output because a signature like 'MDL0' is missing in the staff05.brres . Even worse, there's no strings ...
by shakotay2
Thu Feb 04, 2016 5:09 pm
Forum: Compressed files and methods
Topic: bdae to 3ds model
Replies: 26
Views: 8005

Re: bdae to 3ds model

That's 4 byte wiped out. Why? These 01 00 00 00 might be some kind of marker. It's experience that tells me the face indices must start at 0x21AA (00 00 01 00 02 00). You also ignore the very last two bytes yet they are 0x00. yes, I always reduce it to the min. :D There is no reason to put them by ...
by shakotay2
Thu Feb 04, 2016 2:50 pm
Forum: Compressed files and methods
Topic: bdae to 3ds model
Replies: 26
Views: 8005

Re: bdae to 3ds model

0x21AA 336
Vb1
32 20
0x906 197
020000
0x0 255

to be used with the (compressed) staff bdae.

(Don't ask me for this weird plane attaced! :D )
by shakotay2
Thu Feb 04, 2016 2:09 pm
Forum: 3D/2D models
Topic: V-Rally 3 ".g2d" & ".g3d"
Replies: 7
Views: 2442

Re: V-Rally 3 ".g2d" & ".g3d"

just another lifetime wasting project? :D There are about 77 VFX objects with 147 submeshes (in sum). I won't bother finding out the hierarchy ('HIER' sections), position offset can be found here, maybe, or in 'OBJ' sections. I'll upload a tiny exporter sooner or later which will not care for positi...
by shakotay2
Thu Feb 04, 2016 11:52 am
Forum: Compressed files and methods
Topic: bdae to 3ds model
Replies: 26
Views: 8005

Re: bdae to 3ds model

Here they are. The header field points to the start of selection. The first bytes after selection have been recognized by you as start of FVF data. Thx. Sadly I don't know their meaning. btw: you used the unzipped data which is the correct way, I guess My previous infos refer all to the zipped bdae...
by shakotay2
Wed Feb 03, 2016 11:25 pm
Forum: Compressed files and methods
Topic: bdae to 3ds model
Replies: 26
Views: 8005

Re: bdae to 3ds model

Does hex2obj allows you to determine amount of vertices, faces and uvs? amout of vertices is (in most cases) equal to max face index which is provided by hex2obj provided that you give it the correct face index count (understand that there might be 336 face indices with a max face index of 197 only...
by shakotay2
Wed Feb 03, 2016 8:52 pm
Forum: 3D/2D models
Topic: V-Rally 3 ".g2d" & ".g3d"
Replies: 7
Views: 2442

Re: V-Rally 3 ".g2d" & ".g3d"

using triangle strips it looks kinda better: :D Cordoba_TriStrips.JPG I'd think about creating a Make_H2O project but it would take too much time, I guess. (As you may know in most cases I go for the first submesh only.) Here the chassis could be done easily provided all models share the same format...
by shakotay2
Wed Feb 03, 2016 6:11 pm
Forum: 3D/2D models
Topic: V-Rally 3 ".g2d" & ".g3d"
Replies: 7
Views: 2442

Re: V-Rally 3 ".g2d" & ".g3d"

well, you'll have to collect the faces of the submeshes somehow:
VR3_Cordoba.JPG