Search found 4134 matches

by shakotay2
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...
by shakotay2
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

Keezie wrote:I've just noticed that the files original formats can be converted into .hkx
how?
by shakotay2
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.
by shakotay2
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...
by shakotay2
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...
by shakotay2
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 ...
by shakotay2
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:
fakeFIs-Tris.jpg
(It's on my todo list.)
by shakotay2
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)
swatvan_dob.jpg
by shakotay2
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):
r00_00_3-fpk.jpg
by shakotay2
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:
00000317_0.zip
by shakotay2
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? ...
by shakotay2
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....
by shakotay2
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.
by shakotay2
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...
by shakotay2
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

PsowKion wrote:The result of what I was able to analyze is in this folder: here.
Looks great in Noesis with textures! (Though the meshes are not that detailed.)

Finally I managed to get that nasty beast compiled using my old Delphi2005 PE:
mapviewer-old.jpg
Is there any newer source version of the mapviewer?