Search found 4134 matches

by shakotay2
Mon Nov 30, 2015 10:52 am
Forum: 3D/2D models
Topic: Plants Vs Zombies Garden Warfare 3D File Format (X360)
Replies: 5
Views: 2770

Re: Plants Vs Zombies Garden Warfare 3D File Format (X360)

hi, welcome to the forum! :) You should consider to delete the parallel topic you opened. (That's possible as long as noone answered there.) btw: I simply ignore parallel topics because they tend to confuse everything. I had a look at the opening post of this thread: http://forum.xentax.com/viewtopi...
by shakotay2
Sun Nov 29, 2015 2:02 pm
Forum: Game Archive
Topic: [PS2] Noddy and the Magic Book .CP2 and .PC
Replies: 26
Views: 4943

Re: [PS2] Noddy and the Magic Book .CP2 and .PC

please show your H2O parameters (and upload the model sample in case it's not contained in your uploaded DATA.rar)
by shakotay2
Sat Nov 28, 2015 6:26 pm
Forum: Game Archive
Topic: [PS2] Noddy and the Magic Book .CP2 and .PC
Replies: 26
Views: 4943

Re: [PS2] Noddy and the Magic Book .CP2 and .PC

Please be more specific.
Is the mesh correctly displayed after you entered the addresses/counts and pressed 'mesh'?

If so use File/SaveAs mesh to create an obj file.

Assure that you've write access to the folder you're working in.
by shakotay2
Fri Nov 27, 2015 5:52 pm
Forum: Game Archive
Topic: [PS2] Noddy and the Magic Book .CP2 and .PC
Replies: 26
Views: 4943

Re: [PS2] Noddy and the Magic Book .CP2 and .PC

did you try 0x0034 as startaddress for the face indices?
by shakotay2
Fri Nov 27, 2015 11:03 am
Forum: Game Archive
Topic: Bad toys 3d
Replies: 21
Views: 4948

Re: Bad toys 3d

thx - talking about this 153 kB bt3d.exe? If so we could expect 10 pics contained (5 kB each) so that about 100 kB would remain for code (just a wild guess). You should think about a RAM snapshot. For pc there are tools to read the RAM (WinHex, menu Tools\RAM editor). Or with some coding skills you ...
by shakotay2
Thu Nov 26, 2015 11:58 pm
Forum: Game Archive
Topic: Bad toys 3d
Replies: 21
Views: 4948

Re: Bad toys 3d

There's a small change only to make it work with CodeBlocks/MinGW: in error.hpp (from png++) add #include <sstream> and replace the strerror_r() call like such: #ifdef HAVE_STRERROR_S strerror_s(buf, ERRBUF_SIZE, errnum); return std::string(buf); #else std::stringstream ss; ss << errnum; return ss.s...
by shakotay2
Thu Nov 26, 2015 9:47 pm
Forum: Game Archive
Topic: Bad toys 3d
Replies: 21
Views: 4948

Re: Bad toys 3d

Ok. Time to resurrect this post. hello, rider of dead horses! :D (Try to revive a horse, that's dead since 4 years?) Anyway, thanks for the code. I managed to compile it on Windows after some struggeling (nasty strerror_r() problem). Here's a resulting png (uploaded as jpeg): vec_104.jpg (Thought i...
by shakotay2
Thu Nov 26, 2015 12:38 pm
Forum: Game Archive
Topic: [PS2] Noddy and the Magic Book .CP2 and .PC
Replies: 26
Views: 4943

Re: [PS2] Noddy and the Magic Book .CP2 and .PC

The tutorial was written to get simple models. *.PC files are not too simple. Here's a picture ( L9.PC ) which might help to find the startaddress of the vertices. I've marked the last three faces (with 3 DWORD face indices each) using rectangles and placed an arrow pointing to the first vertex. L9_...
by shakotay2
Wed Nov 25, 2015 3:05 pm
Forum: Game Archive
Topic: [PS2] Noddy and the Magic Book .CP2 and .PC
Replies: 26
Views: 4943

Re: [PS2] Noddy and the Magic Book .CP2 and .PC

Now, should I expect the same offsets/values to work consistently on most if not all models? how should that work? Each model/level having its individual vertex/face indices counts. There's a chance that the start address of face indices (0x0034) might be the same for most levels, but not sure. The...
by shakotay2
Wed Nov 25, 2015 7:19 am
Forum: Game Archive
Topic: [PS2] Noddy and the Magic Book .CP2 and .PC
Replies: 26
Views: 4943

Re: [PS2] Noddy and the Magic Book .CP2 and .PC

huckleberrypie wrote:Also, how hard would it be to dechiper the UVW mapping scheme?
He, who never tries will never know. :)
NoddiesPlane_.jpg
I don't mind redoing them myself, but of course that would be way too tedious.
...
by shakotay2
Mon Nov 23, 2015 10:13 pm
Forum: 3D/2D models
Topic: League of Legends's .skn
Replies: 7
Views: 2508

Re: League of Legends's .skn

PMed you.

It's not my code, it's finale00's iirc.
I made the patch only.
by shakotay2
Mon Nov 23, 2015 9:44 pm
Forum: 3D/2D models
Topic: League of Legends's .skn
Replies: 7
Views: 2508

Re: League of Legends's .skn

VoliPanda wrote:Which is why it says that it has failed to load/construct model?
upload such a model (or pm a link) then may be I can tell more

edit: thx - works for me (Noesis 4.12):
Tristana.JPG
by shakotay2
Mon Nov 23, 2015 7:36 pm
Forum: 3D/2D models
Topic: How to open PES2016 ".model "?
Replies: 3
Views: 1285

Re: How to open PES2016 ".model "?

hakankral16 wrote:How to open PES2016 ".model "? and .model to .obj
using hex2obj (view link in my sig):
NeymarMaybe.JPG
and .obj to .model?
don't be too greedy :D
by shakotay2
Sun Nov 22, 2015 4:12 pm
Forum: Game Archive
Topic: [PS2] Noddy and the Magic Book .CP2 and .PC
Replies: 26
Views: 4943

Re: [PS2] Noddy and the Magic Book .CP2 and .PC

dunno what you mean by "cracking", the 3D format turns out to be simple with some offset (8 bytes) between the face indices:
L11_PC.JPG
But you may try to "crack" the uvs. :)