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- Sun Jan 10, 2016 11:14 am
- Forum: 3D/2D models
- Topic: FFXIV:ARR - Models & Animations
- Replies: 27
- Views: 16679
Re: FFXIV:ARR - Models & Animations
With IonCannon's FFXIV: Model Viewer, you can export as raw[...] Do you think you could work this into a script? :O thx - I see, a .index file from the game is needed to use this Viewer/Exporter. As I PMed, I'm not working on a script but I will try to create a skeleton asap (smd format). For the a...
- Sun Jan 10, 2016 8:48 am
- Forum: 3D/2D models
- Topic: FFXIV:ARR - Models & Animations
- Replies: 27
- Views: 16679
Re: FFXIV:ARR - Models & Animations
how?Keezie wrote:I've just noticed that the files original formats can be converted into .hkx
- Sat Jan 09, 2016 12:37 pm
- Forum: 3D/2D models
- Topic: FFXIV:ARR - Models & Animations
- Replies: 27
- Views: 16679
Re: FFXIV:ARR - Models & Animations
thx for the translations, folks.
Will use it next time when trying to build the skeleton.
Will use it next time when trying to build the skeleton.
- Fri Jan 08, 2016 8:39 pm
- Forum: 3D/2D models
- Topic: S.W.A.T. Target Liberty (*.dob) models.
- Replies: 19
- Views: 5440
Re: S.W.A.T. Target Liberty (*.dob) models.
Try adding tristripped face indices such like these: f 1 2 3 f 2 4 3 f 3 4 5 f 4 6 5 f 5 6 7 f 6 8 7 f 7 8 9 [...] f 8240 8242 8241 f 8241 8242 8243 f 8242 8244 8243 f 8243 8244 8245 f 8244 8246 8245 f 8245 8246 8247 to a test.obj file created when pressing the 'mesh' button in point cloud mode. (ed...
- Fri Jan 08, 2016 10:19 am
- Forum: 3D/2D models
- Topic: FFXIV:ARR - Models & Animations
- Replies: 27
- Views: 16679
Re: FFXIV:ARR - Models & Animations
Thing is, I'm looking to use the animations as well as models. Thing is that's it's a little bit harder to get animations. At first you need the skeleton bones, their parenting, the weights for the skinning. Then you have to care for the animation frames. (Even worse animation data may be compresse...
- Thu Jan 07, 2016 6:14 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
shakotay2's script + few modifications Not sure which problems you solved but I would kindly beg you to mark the changes you applied to my script. From what I see you've added numBones = #() nBones = #() tmp = #() unk = #() fd = #() but these variables are no arrays. (Not sure if you know what you ...
- Thu Jan 07, 2016 12:52 pm
- Forum: 3D/2D models
- Topic: S.W.A.T. Target Liberty (*.dob) models.
- Replies: 19
- Views: 5440
Re: S.W.A.T. Target Liberty (*.dob) models.
You'll need a fake tristripped face indices list:
(It's on my todo list.)
- Wed Jan 06, 2016 8:36 pm
- Forum: 3D/2D models
- Topic: S.W.A.T. Target Liberty (*.dob) models.
- Replies: 19
- Views: 5440
Re: S.W.A.T. Target Liberty (*.dob) models.
point cloud of swatvan looks like this: (don't have the time to care for face indices)
- Wed Dec 30, 2015 10:01 pm
- Forum: 3D/2D models
- Topic: PS3 BFMDL header
- Replies: 7
- Views: 2429
Re: PS3 BFMDL header
using hex2obj (view link in my sig):
- Tue Dec 29, 2015 1:31 pm
- Forum: 3D/2D models
- Topic: JUMPX V5.01 (.x 300 Heroes)
- Replies: 16
- Views: 6860
Re: JUMPX V5.01 (.x 300 Heroes)
what you save is what you see (in the editboxes)
ok, here's the H2O file:
ok, here's the H2O file:
- Tue Dec 29, 2015 11:49 am
- Forum: 3D/2D models
- Topic: JUMPX V5.01 (.x 300 Heroes)
- Replies: 16
- Views: 6860
Re: JUMPX V5.01 (.x 300 Heroes)
Did you have a look at the picture I posted? Guess you didn't. Have a look at the picture you posted. Does it look like the one I posted? Obviously not. (Enter the values manually or load the H2O file to have the same values in the editboxes.) Why do I have the strange feeling that your kidding me? ...
- Tue Dec 29, 2015 10:13 am
- Forum: 3D/2D models
- Topic: JUMPX V5.01 (.x 300 Heroes)
- Replies: 16
- Views: 6860
Re: JUMPX V5.01 (.x 300 Heroes)
0317_neo.jpg 00000317_0.obj # 0xd4: verts= 106 v -136.746155 -204.175385 2.417484 v -69.989868 -209.845551 2.235855 v -72.402130 -196.968994 4.839732 v -144.479553 -191.604721 4.848117 v -136.746155 -204.175385 2.417484 v -165.678162 -181.877960 6.129420 [...] v 31.941174 52.069206 27.534113 v -37....
- Tue Dec 29, 2015 9:14 am
- Forum: 3D/2D models
- Topic: JUMPX V5.01 (.x 300 Heroes)
- Replies: 16
- Views: 6860
Re: JUMPX V5.01 (.x 300 Heroes)
copy the 6 lines of the H2O in the post as of Thu Feb 19, 2015 8:51 pm
into a text file and name it whatever.H2O.
Load 00000317.neo into hex2obj then load the H2O file; press the 'mesh' button
to view the model. Chose File/SaveAs mesh to save it as wavefront obj file.
into a text file and name it whatever.H2O.
Load 00000317.neo into hex2obj then load the H2O file; press the 'mesh' button
to view the model. Chose File/SaveAs mesh to save it as wavefront obj file.
- Sun Dec 27, 2015 11:02 am
- Forum: 3D/2D models
- Topic: Phantasy Star Online V2/BB - Map Extraction
- Replies: 6
- Views: 4817
Re: Phantasy Star Online V2/BB - Map Extraction
Keep up your nice work! :) I myself don't know about .xj and .nj model formats. Is this really needed? Why not use some more popular format? SMD, FBX, DAE whatever. I turned to Kryslin's ExMLDNet and started working on .nj models to see if there were any hits that could help me fill in the holes I h...
- Sat Dec 26, 2015 3:53 pm
- Forum: 3D/2D models
- Topic: Phantasy Star Online V2/BB - Map Extraction
- Replies: 6
- Views: 4817
Re: Phantasy Star Online V2/BB - Map Extraction
Looks great in Noesis with textures! (Though the meshes are not that detailed.)PsowKion wrote:The result of what I was able to analyze is in this folder: here.
Finally I managed to get that nasty beast compiled using my old Delphi2005 PE: Is there any newer source version of the mapviewer?
