Search found 4134 matches

by shakotay2
Sun Nov 22, 2015 1:05 pm
Forum: 3D/2D models
Topic: [Request] Wipeout HD/Fury
Replies: 59
Views: 19139

Re: [Request] Wipeout HD/Fury

new version of Make_H2O for Wipeout:
Make_H2O_Wipeout.zip

(untested: FVFsize:10, uv-pos:6; 26/22;
maximum submesh count: 3000)

(Wipeout.txt isn't used anymore.)
by shakotay2
Sun Nov 22, 2015 12:41 am
Forum: 3D/2D models
Topic: [Request] Wipeout HD/Fury
Replies: 59
Views: 19139

Re: [Request] Wipeout HD/Fury

Thanks again. I think I might have found a solution for the FVFtype that seems to work on most if not all ships. Looks like all we had to was not use those numbers as identifiers but go to that address itself. cool finding! (Wish you had told me this before I introduced that awful WipeOut.txt file....
by shakotay2
Sat Nov 21, 2015 3:05 pm
Forum: Game Archive
Topic: Rise of the Tomb Raider MUL
Replies: 2
Views: 1140

Re: Rise of the Tomb Raider MUL

[...], just need to be able to get offsets of the strings, was trying, but it seem too much for me, totally unknown format :( if you expect someone to dig into this format, I'm off. But there's a simple solution: do a wildcard search such as for 0D5B3F3F3F3F5D with 3F being the wildcard. (or search...
by shakotay2
Sat Nov 21, 2015 2:54 am
Forum: 3D/2D models
Topic: Someone can find face indices for Wolfenstein BSP maps?(PS2)
Replies: 4
Views: 1617

Re: Someone can find face indices for Wolfenstein BSP maps?(

using tristripped face indices looks better but far from being nice:
TriStrippedFIs.JPG
by shakotay2
Thu Nov 19, 2015 10:14 pm
Forum: 3D/2D models
Topic: [Request] Wipeout HD/Fury
Replies: 59
Views: 19139

Re: [Request] Wipeout HD/Fury

Hi o0DemonBoy0o, thanks for reporting. From a first glance I can see that for goteki.rcsmodel for example a wrong FVFsize is chosen (18 instead of 22). (Despite the crash 15 H2O files are being created.) Determining the type is a little bit confusing as you can see from this code snippet: switch (FV...
by shakotay2
Wed Nov 18, 2015 9:28 am
Forum: 3D/2D models
Topic: Yoru no nai Kuni - .g1m file extraction
Replies: 16
Views: 8410

Re: Yoru no nai Kuni - .g1m file extraction

Is it possible to convert the script to work for blender?? It surely is but I prefer using 'C' instead of python. And it's much easier to create a simple concept like searching for the string "G1M" in the concerning files than just converting other authors' work. (I don't mean it's better...
by shakotay2
Tue Nov 17, 2015 7:58 pm
Forum: 3D/2D models
Topic: research on an obj to vkm converter
Replies: 27
Views: 5940

Re: research on an obj to vkm converter

If i miss even 1 zeros, the game gonna crash. no idea why. that's the reason why we need a full format description Meanwhile I've got the section start addresses for Sabre: 0x29f4, 0x2c18 for PC18Body: 0x6095, 0xf314, 0x10834, 0x10b10, 0x155b2 which gives a good start for further analysing. Headerb...
by shakotay2
Tue Nov 17, 2015 1:58 pm
Forum: 3D/2D models
Topic: Yoru no nai Kuni - .g1m file extraction
Replies: 16
Views: 8410

Re: Yoru no nai Kuni - .g1m file extraction

yeah, it's one of chrrox' scripts. Add this if VSizeA[(ElemArr[b].FaceID)] == 0x5C Do ( vx = ReadBEfloat f vy = ReadBEfloat f vz = ReadBEfloat f tu = 0 tv = 0 fseek f (VSizeA[(ElemArr[b].FaceID)] - 12)#seek_cur ) to make it work with Yoru no nai Kuni g1m files if you have 3dsmax. (The tex coords are...
by shakotay2
Mon Nov 16, 2015 8:05 pm
Forum: 3D/2D models
Topic: research on an obj to vkm converter
Replies: 27
Views: 5940

Re: research on an obj to vkm converter

what happens when you fill in zeroes from 0x2EA0 'til the end of the vkm?

(If the mesh appears to be unchanged pay attention to the texture shading.)
by shakotay2
Mon Nov 16, 2015 4:32 pm
Forum: 3D/2D models
Topic: Yoru no nai Kuni - .g1m file extraction
Replies: 16
Views: 8410

Re: Yoru no nai Kuni - .g1m file extraction

XxYarnRulerxX wrote:[...] but I can't find any tools that work for g1m except a max script
then what is the name of that wonderful script? :D

using hex2obj (view link in my sig):
PC00F_MODEL_P_M_Body1ALL_BK_xScAlphaTest_g1m.jpg
by shakotay2
Mon Nov 16, 2015 12:13 pm
Forum: 3D/2D models
Topic: research on an obj to vkm converter
Replies: 27
Views: 5940

Re: research on an obj to vkm converter

thanks - you can get the address after the face indices (0x29E4) from the iron_sbr.vkm.obj the FungWang extractor exports: ... f 202/202/202 203/203/203 200/200/200 # 29e4: # face index min/max: 1 / 203 I'd suggest to zero out the vkm section from 0x2EA0 to 0x2F9F and in a second step to 0x368F, for...
by shakotay2
Mon Nov 16, 2015 10:21 am
Forum: 3D/2D models
Topic: research on an obj to vkm converter
Replies: 27
Views: 5940

Re: research on an obj to vkm converter

hahaha, yeah, long time no seen any trolls here in this forum.
Feel ignored from now on.

@WazerHD:
WazerHD wrote:If the converter is out can i have it too?
don't see a reason why not -
but we're far from having one atm.
by shakotay2
Sun Nov 15, 2015 6:40 pm
Forum: 3D/2D models
Topic: research on an obj to vkm converter
Replies: 27
Views: 5940

Re: research on an obj to vkm converter

It does not make the game crash. only make the upperbody of the character disappear. yeah, no crash, that's great. But I still don't have a clue about the structure of this section. (Might be 307x20 bytes, for example.) Dividing it up into six 1k blocks: 0x4C90-508F 0x5090-548F 0x5490-588F 0x5890-5...
by shakotay2
Sun Nov 15, 2015 6:27 pm
Forum: Game Archive
Topic: Marvel Ultimate Alliance 2 (*.igz)
Replies: 16
Views: 7768

Re: Marvel Ultimate Alliance 2 (*.igz)

here are two of the dat files in question:
http://www.uploadmb.com/dw.php?id=1427988377