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- Sat Jan 16, 2016 5:17 pm
- Forum: 3D/2D models
- Topic: Importing .STCK animation - We need your help!
- Replies: 27
- Views: 7428
Re: Importing .STCK animation - We need your help!
where is the news compared to this thread? http://forum.xentax.com/viewtopic.php?f=16&t=11776&hilit=perfect+world+.stck btw: one difference between the "none constant" .stck of Perfect World and Saint Seiya are these indices: Running_stck_indices.jpg In run.stck from Natasha I've f...
- Sat Jan 16, 2016 4:18 pm
- Forum: 3D/2D models
- Topic: Importing .STCK animation - We need your help!
- Replies: 27
- Views: 7428
Re: Importing .STCK animation - We need your help!
well, thank you, too. Seems it's similar with Perfect World's .stck files.
I did care for the "simple" ones only.
Maybe you can find a Saint Seiya .stck where at least the frame counts for all odd blocknumbers
(or all even numbers) are constant (and != 1)?
I did care for the "simple" ones only.
Maybe you can find a Saint Seiya .stck where at least the frame counts for all odd blocknumbers
(or all even numbers) are constant (and != 1)?
- Sat Jan 16, 2016 1:39 pm
- Forum: 3D/2D models
- Topic: Importing .STCK animation - We need your help!
- Replies: 27
- Views: 7428
Re: Importing .STCK animation - We need your help!
Okay, I stumbled across something interesting. I've found a post on a chinese website by Fatduck that is for Perfect World , isn't it? Could this mean that 0x130000 is not a frame count, but actually a time? doesn't really matter for me - I'm thinking more in "patterns" than in variable n...
- Sat Jan 16, 2016 11:44 am
- Forum: 3D/2D models
- Topic: Final Fantasy XI .DAT (PC)
- Replies: 62
- Views: 40662
Re: Final Fantasy XI .DAT (PC)
By the way, MrAdults is Rich Whitehouse, I assume? yep. Aliases of the "god of 3D model format analysing". He's the One who's giving us the rules: There is a way to specify "up" in Noesis, that's why the models appear oriented correctly in Noesis. Noesis doesn't rotate the geome...
- Fri Jan 15, 2016 9:22 am
- Forum: 3D/2D models
- Topic: Importing .STCK animation - We need your help!
- Replies: 27
- Views: 7428
Re: EDIT: .STCK importing --- some progress and a New Challe
- Why do you say that frame counts are varying? By the exemple, shouldn't it be a fix number (0x13) ? There's different sizes of data blocks in Running.stck: varying_counts.jpg - Is there a "test" to find out if 01 000000 1E 000000 01 000000 mark transition/rotation ? Don't know what you ...
- Thu Jan 14, 2016 8:22 pm
- Forum: 3D/2D models
- Topic: Importing .STCK animation - We need your help!
- Replies: 27
- Views: 7428
Re: EDIT: .STCK importing --- some progress and a New Challe
Maybe it's a small difference only. We'll see... Okay, couldn't find a 1 mesh model, but I've extracted a simpler model with 2 meshes. Hope it helps. If you need any other samples, just let me know :] I'll give you some overview, maybe you can search for a simple animation for yourself then. The fo...
- Thu Jan 14, 2016 2:35 am
- Forum: 3D/2D models
- Topic: Importing .STCK animation - We need your help!
- Replies: 27
- Views: 7428
Re: EDIT: .STCK importing --- some progress and a New Challe
It throws "load ski and bon file before! "! (Although they are visibly loaded.) Want to see something completely weird? Just add my array declaration and it'll work and load! nope, I fear you didn't get it. There's no difference except that the error message is not thrown. (The mesh and s...
- Wed Jan 13, 2016 4:15 pm
- Forum: 3D/2D models
- Topic: Importing .STCK animation - We need your help!
- Replies: 27
- Views: 7428
Re: EDIT: .STCK importing --- some progress and a New Challe
I imported ski and bon file using killercracker's script then I started my script for Perfect World .stck import. It throws "load ski and bon file before! "! (Although they are visibly loaded.) This means killercracker's Saint Seiya script is not compatible with mine. As simple as that. No...
- Wed Jan 13, 2016 11:34 am
- Forum: 3D/2D models
- Topic: Importing .STCK animation - We need your help!
- Replies: 27
- Views: 7428
Re: EDIT: .STCK importing --- some progress and a New Challe
The animation file is useless for me without suiting .ski and .bon file.
- Wed Jan 13, 2016 12:12 am
- Forum: 3D/2D models
- Topic: FFXIV:ARR - Models & Animations
- Replies: 27
- Views: 16679
Re: FFXIV:ARR - Models & Animations
expect me at the first light on the fifth day...(skeleton only)
- Tue Jan 12, 2016 11:41 pm
- Forum: Game Archive
- Topic: HELP!!!How to open files with extensions like this: 242BB29A
- Replies: 2
- Views: 899
Re: HELP!!!How to open files with extensions like this: 242B
I fear you'll have to analyse the file for yourself. From offset 0x30 there is a table with entries refering to the stringtable starting at file offset 0x360. Those entries might be: DWord string number (some are missing, such as 1, 5, and so on) word string offset word const= 0x808A examples: 00000...
- Mon Jan 11, 2016 10:59 pm
- Forum: 3D/2D models
- Topic: ICARUS online
- Replies: 6
- Views: 1851
Re: ICARUS online
well, you are pretty close. But why did you choose an FVF size of 48? It doesn't make sense as you can see from the pic where the characteristic patterns have an offset of 64. I'm unsure of the uvs, maybe we'll find them later (more likely to be floats than half floats (HF_)). Well done so far, word...
- Mon Jan 11, 2016 6:38 pm
- Forum: 3D/2D models
- Topic: ICARUS online
- Replies: 6
- Views: 1851
Re: ICARUS online
read the tutorial, please ('tut' button in hex2obj).wordhg wrote:I do not know how to search and setup
The binary search for 00 00 01 00 02 00 has to be done in a hexeditor where you open the .skin file.
- Mon Jan 11, 2016 4:30 pm
- Forum: 3D/2D models
- Topic: ICARUS online
- Replies: 6
- Views: 1851
Re: ICARUS online
Why don't you try it out using hex2obj?
There's all you need: floats, face indices.
I'd suggest to start your examination at 0x27790 or 0x29F2C to skip assumed bone data.
There's 7 assumed startaddresses for face indices blocks (search for 000001000200).
There's all you need: floats, face indices.
I'd suggest to start your examination at 0x27790 or 0x29F2C to skip assumed bone data.
There's 7 assumed startaddresses for face indices blocks (search for 000001000200).
- Mon Jan 11, 2016 12:50 pm
- Forum: 3D/2D models
- Topic: Havok binary files
- Replies: 105
- Views: 37250
Re: Havok binary files
Welp, Hudeski and Bastien are officially gone for good. "officially gone"? What does that mean? It seems to be legit, but I can't quite get it working. Same here. I used AssetCc1.exe (Asset Converter Collection) from hk2013_ 1 _0_r1 - SDK on an hkx with the header hk_2013. 2 .0-r1 and it ...
