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- Wed Feb 03, 2016 2:49 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294215
Re: Extracting simple models
First of all: I'm NOT a master - I just try to help people to help themselves. With this said I think it's time to make a check list for noobs concerning the analyzing of 3D models : 1) is the data compressed? Try offzip if your unsure (works for zip compressed data only) or search for a decompressi...
- Wed Feb 03, 2016 1:15 pm
- Forum: 3D/2D models
- Topic: Anno 2070 models
- Replies: 10
- Views: 6005
Re: Anno 2070 models
dunno. (Sry, I don't use/don't support 010 Editor because it's not free, afaik.) Concerning Mariusz' script: guess the people who could answer are a little bit tired of telling how his scripts work. (blender version, python version: it was explained in this forums 500 times, I feel. :D ) i'm now try...
- Mon Feb 01, 2016 9:44 pm
- Forum: Compressed files and methods
- Topic: bdae to 3ds model
- Replies: 26
- Views: 8005
Re: bdae to 3ds model
it does not - you may search for 000001000200 in a hex editor. Works in most cases; sometimes there a multiple finds in case the model has more than one submesh.lolbas wrote:How did hex2obj programmatically finds the first face?
- Mon Feb 01, 2016 3:24 pm
- Forum: Compressed files and methods
- Topic: bdae to 3ds model
- Replies: 26
- Views: 8005
Re: bdae to 3ds model
Why does vt requires 2 coord values: (I assume) x and y? yep - it's a 2-dimensional (texture) map This will create a triangle visible from one side (oh, btw, how do I determine this? I seem to not understand how does order of connection affects figure visibility). It's a matter of winding: you can ...
- Mon Feb 01, 2016 10:44 am
- Forum: Compressed files and methods
- Topic: bdae to 3ds model
- Replies: 26
- Views: 8005
Re: bdae to 3ds model
(if you decompress the bdae, which is not required) I don't get why! If I want to manually find out what does every byte means, shouldn't I first extract the model file itself? This bdae is a zipped file without compression (at least the contained model doesn't seem to be compressed). I tried playi...
- Sun Jan 31, 2016 10:20 pm
- Forum: Compressed files and methods
- Topic: bdae to 3ds model
- Replies: 26
- Views: 8005
Re: bdae to 3ds model
... But this data starts at 0x8df and what are prior bytes for? some strings, texture/material names, nodes - whatever, who knows It also leaves almost 700 bytes in the file end... Mostly face indices; the very last bytes look like a version.nfo file (if you decompress the bdae, which is not requir...
- Sun Jan 31, 2016 2:01 pm
- Forum: Compressed files and methods
- Topic: bdae to 3ds model
- Replies: 26
- Views: 8005
Re: bdae to 3ds model
Google for UV mapping.
FVF is flexible vertex format. Its size is the offset from one vertex to the next one.
The parameter FVFsize helps to display the mesh. uv position (offset in FVF block) helps to display the uv map.
FVF is flexible vertex format. Its size is the offset from one vertex to the next one.
The parameter FVFsize helps to display the mesh. uv position (offset in FVF block) helps to display the uv map.
- Sun Jan 31, 2016 12:19 am
- Forum: Compressed files and methods
- Topic: bdae to 3ds model
- Replies: 26
- Views: 8005
Re: bdae to 3ds model
The static meshes (FVFsize= 32) seem to be simple (though I found the staff to have a strange plane attached): staff.JPG For the elf ( elf_m_h.bdae ) use a FVFsize of 60. H2O file: 0x2E02C 423 Vb1 60 24 0x2C8BA 100 020000 0x0 255 Where the uv pos (24) is unsure (uvs are just a square). ( hex2obj ppr...
- Sat Jan 30, 2016 11:29 am
- Forum: 3D/2D models
- Topic: Fallout 4 in Noesis
- Replies: 44
- Views: 18821
Re: Fallout 4 in Noesis
thx. For the 3rd submesh a problem arises as described above. If you can't wait for Rick's fix you can try this ugly patch (works for a vertSize of 32 only!): def loadBSTriShape(self, bs): #[...] indexDataSize = 2 * 3 * self.numTris vertDataSize = self.gpuBufferSize - indexDataSize self.vertSize = v...
- Thu Jan 28, 2016 1:21 pm
- Forum: 3D/2D models
- Topic: ripping a ed model from a webpage
- Replies: 61
- Views: 41620
Re: ripping a ed model from a webpage
I was thinking : If I can see a 3D model right there on my browser, then there must be a way for me to get this mesh on my PC and print it on my own. yeah, everyone wants to get the meshes. But can you confirm, they are free available, "for nothing"? If 'no', then follow the rules. :D (Ma...
- Thu Jan 28, 2016 12:33 pm
- Forum: 3D/2D models
- Topic: Fallout 4 in Noesis
- Replies: 44
- Views: 18821
Re: Fallout 4 in Noesis
I notice that Noesis importer crashes on any meshes generated by the Fallout 4 version of Bodyslide: [..] I'm guessing Bodyslide does something a bit non-standard for it's output. FYI Bodyslide doesn't come with nifs/meshes - it uses those from the CBBE mod for example. Which nif did you use? I use...
- Thu Jan 28, 2016 2:52 am
- Forum: 3D/2D models
- Topic: .SWF Flash(?) 3D Models
- Replies: 4
- Views: 2937
Re: .SWF Flash(?) 3D Models
for the .87 ones which are no xmls but binaries you can try offzip . In the 0000000c.dat I found many submeshes but failed to get the second one in a proper manner. First SM: azlk2140_0000000c_dat.JPG @AceWell: cool idea to try 7zip :D (using an swf extractor I got 25 jpegs, 4 png/bmps and one furth...
- Wed Jan 27, 2016 11:33 pm
- Forum: Game Archive
- Topic: Just Cause 3 Arc/Tab format.
- Replies: 23
- Views: 13654
Re: Just Cause 3 Arc/Tab format.
Removed this and it worked perfectly. It's going to be annoying to do this to every dialogue file though. You've to search for "FSB5" in the archives and use the finds as starting addresses for fsb file extraction. If you can't code search for a suiting bms script (quickbms) and try to mo...
- Wed Jan 27, 2016 10:05 pm
- Forum: 3D/2D models
- Topic: FFXIV:ARR - Models & Animations
- Replies: 27
- Views: 16679
Re: FFXIV:ARR - Models & Animations
well, in some rare cases things turn out to be much easier than expected:
- Tue Jan 26, 2016 10:35 pm
- Forum: 3D/2D models
- Topic: [X360] Star Wars Battlefront III pre-alpha (*.rax)
- Replies: 109
- Views: 26603
Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)
cause having to get out the different submeshs than the UV maps as a different .obj is just to time consuming and annoying. not more time consuming and annoying than performing a full format analysis - besides that you do the latter once for all models, admitted But since I try it for one model onl...
