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Search found 4134 matches
- Sun Nov 15, 2015 3:47 pm
- Forum: 3D/2D models
- Topic: The Idolm@ster Cinderella Girls [ios/android/unity]
- Replies: 36
- Views: 24490
Re: The Idolm@ster Cinderella Girls [ios/android/unity]
But for each file their individual hex values. : \ yeah, they could be fetched using a MakeH2O project. Sadly the unity3D files are too different, so only one (and a "half") of 3 checked models were extracted correctly: body0001_3_0_1.jpg H2O files body0001_3_0_1: 0xd050 20976 Vb1 24 99 0...
- Sun Nov 15, 2015 3:36 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
Hello WazerHD, I don't own/play the game. so see my post as of Sun Aug 16, 2015 7:53 am - Take PC18Body.vkm , for example, overwrite the unknown data from 0x4890 to 0x607C with zeroes, put the vkm back to the game and see whether it crashes. If it does not we've done a step further. edit: http://for...
- Tue Nov 10, 2015 11:21 pm
- Forum: 3D/2D models
- Topic: God of War Origins Collection [PS3]
- Replies: 6
- Views: 2300
Re: God of War Origins Collection [PS3]
guess you need to be a coder to understand what I mean? Anyway, here's the result for automation.bin: initial start: 0x667D0 FVFsize: 68, 2893 vertices; next SM1 at 96884 FVFsize: 64, 729 vertices; next SM2 at a1ec8 FVFsize: 68, 2260 vertices; next SM3 at c7714 FVFsize: 64, 737 vertices; next SM4 at...
- Tue Nov 10, 2015 8:20 am
- Forum: 3D/2D models
- Topic: God of War Origins Collection [PS3]
- Replies: 6
- Views: 2300
Re: God of War Origins Collection [PS3]
and i would also like to know an expert answer yeah, that's what we all are looking for :D Meanwhile my advice would go as this: first of all he should try to find the vertice start addresses of all submeshes automatically via a magic table or something else, dunno. Then it would be rather easy to ...
- Wed Nov 04, 2015 9:42 am
- Forum: 3D/2D models
- Topic: Idolm@ster 2 (360)
- Replies: 3
- Views: 1619
Re: Idolm@ster 2 (360)
Because of this change, although there are some preexisting tools for handling .nmd files, I can't figure out how to properly open the complete model. so you can properly open parts of a model? If so, then: how? If you expect help you should tell the whole truth. :D This seems to be another tristri...
- Wed Nov 04, 2015 8:32 am
- Forum: Graphic file formats
- Topic: Star Wars Battlefront Elite Squadron - .TGA Files
- Replies: 4
- Views: 1559
Re: Star Wars Battlefront Elite Squadron - .TGA Files
use Dageron's ConsoleTextureExplorer:
- Tue Nov 03, 2015 6:23 pm
- Forum: Graphic file formats
- Topic: Star Wars Battlefront Elite Squadron - .TGA Files
- Replies: 4
- Views: 1559
Re: Star Wars Battlefront Elite Squadron - .TGA Files
would be helpful if you told us the assumed resolution (x*y) of the pictures
- Tue Nov 03, 2015 5:53 pm
- Forum: Graphic file formats
- Topic: S.W.A.T. Target Liberty (*.TEX) Textures
- Replies: 8
- Views: 3174
Re: S.W.A.T. Target Liberty (*.TEX) Textures
atm my means are exhausted. I tried to interpret the palette data as 16 bit values (5-6-5) but it's just wild guessing.Sleepy wrote:Looks cool, could you continue trying to figure out it?
Do you have a simple .tex file (a picture with less colors) - a monochrome cube for example?
- Mon Nov 02, 2015 12:04 pm
- Forum: 3D/2D models
- Topic: Deception IV Blood Ties [PS3]
- Replies: 5
- Views: 2424
Re: Deception IV Blood Ties [PS3]
offzip just splits C_AS0A_0A_MDL.BIN up into about 20 near to useless 16k .dat files.
> You'll have to find means to cure this, as simple as that -
maybe concatenate the dats in the order given by the address in their names, dunno.
> You'll have to find means to cure this, as simple as that -
maybe concatenate the dats in the order given by the address in their names, dunno.
- Sun Nov 01, 2015 12:48 pm
- Forum: Graphic file formats
- Topic: S.W.A.T. Target Liberty (*.TEX) Textures
- Replies: 8
- Views: 3174
Re: S.W.A.T. Target Liberty (*.TEX) Textures
so this was my nearest hit adding the original palette:
but to be honest: I don't know what the problem is...
- Sun Nov 01, 2015 3:08 am
- Forum: Graphic file formats
- Topic: S.W.A.T. Target Liberty (*.TEX) Textures
- Replies: 8
- Views: 3174
Re: S.W.A.T. Target Liberty (*.TEX) Textures
it should be possible since we've the original colors now - but sadly I'm not capableCarLuver69 wrote:It looks like the palette data can't be applied directly, since this is how the colors look in-game (taken from a YouTube video)
- Sun Nov 01, 2015 1:38 am
- Forum: 3D/2D models
- Topic: RignRoll 3
- Replies: 2
- Views: 1043
Re: RignRoll 3
Here is an opportunity "wdb to obj", but it does not work properly. Or rather it is impossible to completely pull the truck... :( dunno - seems wdbObj.exe has problems with intermediate FFFFs in the face indices blocks. Here's one (of 18?) submeshes extracted using hex2obj (view link in m...
- Sat Oct 31, 2015 9:13 am
- Forum: 3D/2D models
- Topic: [Request] Ratchet & Clank HD collection models
- Replies: 71
- Views: 23982
Re: [Request] Ratchet & Clank HD collection models
it's a matter of finding some decent uvs - so far the ones I found are too regular (the block ends at 0xEC590 so we've a size of 23206x8 bytes which fits perfectly if they were float uvs); maybe need some handling as half floats plus divider and two bytes skipped, who knows? Or maybe it's more likel...
- Fri Oct 30, 2015 12:58 pm
- Forum: Graphic file formats
- Topic: S.W.A.T. Target Liberty (*.TEX) Textures
- Replies: 8
- Views: 3174
Re: S.W.A.T. Target Liberty (*.TEX) Textures
This is the 8 bit grayscale version of a raw file to which one could try to apply the palette data (0x80-0x27F)?
- Thu Oct 29, 2015 8:22 pm
- Forum: Compressed files and methods
- Topic: Extracting .ovl and .aux files? Elite Dangerous.
- Replies: 11
- Views: 12967
Re: Extracting .ovl and .aux files? Elite Dangerous.
there's no improvement - BGR looks like this for example:
Think it's a matter of palette but I don't have the patience to assemble/get the correct one from a 30 MB file.
