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- Thu Oct 29, 2015 7:19 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294215
Re: Extracting simple models
It's not a matter of hex2obj - it's pure ASCII data: "vertices" : 49954, "faces" : 99886, "normals" : 0, "colors" : 0, "uvs" : 52314, "materials": 1 "scale" : 1.000000 "vertices": [-2.851608,109.752381,12.935308,... Ther...
- Tue Oct 27, 2015 4:08 pm
- Forum: 3D/2D models
- Topic: WWE 2k15 PC models - need help exporting face data
- Replies: 19
- Views: 7773
Re: WWE 2k15 PC models - need help exporting face data
It's not forbidden to improve other people's scripts and repost them.plodtrew wrote:I fully credited chorrox for the original script. If it is an issue for me to repost the script, let me know and I'll remove it.
- Tue Oct 27, 2015 8:32 am
- Forum: 3D/2D models
- Topic: WWE 2k15 PC models - need help exporting face data
- Replies: 19
- Views: 7773
Re: WWE 2k15 PC models - need help exporting face data
btw "20": I was told you've tried to sell chrrox' script for $20.
Is that true?
(Be informed that I'm not supporting such behavior.)
Is that true?
(Be informed that I'm not supporting such behavior.)
- Sun Oct 25, 2015 11:38 pm
- Forum: 3D/2D models
- Topic: Looney Tunes Racing .SKN
- Replies: 3
- Views: 951
Re: Looney Tunes Racing .SKN
*.bin contains TIM files (texture). Search for 1000000008 and save the bytes 'til the next pattern as .tim. Open/convert with Mystical's Timviewer. Gives some exception for me but the continue button heals everything (wish I'd known that ages before when I thought this viewer were useless...:D ) TIM...
- Sun Oct 25, 2015 8:44 pm
- Forum: 3D/2D models
- Topic: Looney Tunes Racing .SKN
- Replies: 3
- Views: 951
Re: Looney Tunes Racing .SKN
this skn seems to be a skeleton file, isn't it? I can't seem to find a decent point cloud here. Anyway you may try out these H2O parameter files: 0x2E36 112 Vb1 16 99 0x22AA 96 020400 0x0 255 and 0xEF2 1077 Vb1 16 99 0x22AA 185 020400 0x0 255 For the last one it's important to enter a 2 into the edi...
- Sun Oct 25, 2015 9:19 am
- Forum: 3D/2D models
- Topic: [PSP] Conception Model File Help! (.psp.org/.giz)
- Replies: 12
- Views: 5680
Re: [PSP] Conception Model File Help! (.psp.org/.giz)
Still looking for someone to help with the model file! :'3 that's the fate of those who are waiting for the mysterious Mr. Someone who's hiding in this forum (we all know that). :D Why not use hex2obj to get some promissing point cloud since there seem to be some: Someone'sHidingInThisPointCloud.JP...
- Sat Oct 24, 2015 9:06 pm
- Forum: Game Archive
- Topic: [PC] Martian Gothic .DAT files
- Replies: 4
- Views: 1849
Re: [PC] Martian Gothic .DAT files
use irfanview:
- Sat Oct 24, 2015 8:24 pm
- 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?(
as you may know getting faceindices can become a boring task :D So from the following list (skipping each 3rd DWord) you can see that it's not very likely to contain faceindices: 6C 00 00 00 4B 00 00 00 D8 4A 88 01 6D 00 00 00 4B 00 00 00 E8 4C 88 01 6E 00 00 00 4C 00 00 00 CC 4D 88 01 6F 00 00 00 4...
- Thu Oct 22, 2015 8:51 pm
- Forum: 3D/2D models
- Topic: WWE 2k15 PC models - need help exporting face data
- Replies: 19
- Views: 7773
Re: WWE 2k15 PC models - need help exporting face data
looks like you'll need a reverse tristrips algorithm. vertices: A B C D E F triangles: (1)ABC (2)..BCD (3)....CDE (4)......DEF So you start backwards from (4) F,E,D take C from (3), B from (2) and A from (1) That is reverse A,B,C,D,E,F HTH your example is a little bit harder: 376 377 374 < 2002 990 ...
- Tue Oct 20, 2015 11:15 pm
- Forum: 3D/2D models
- Topic: Super Hero Generations *.MBG
- Replies: 6
- Views: 1692
Re: Super Hero Generations *.MBG
well, yes, using hex2obj is more than copying addresses
Here you have to search for the first occurence of the pattern 01 00 00 00 0C to get the vertices start address: 0x59E.
(First submesh?)
Here you have to search for the first occurence of the pattern 01 00 00 00 0C to get the vertices start address: 0x59E.
(First submesh?)
- Tue Oct 20, 2015 11:01 pm
- Forum: Graphic file formats
- Topic: Atlantica Online (yet again?)
- Replies: 4
- Views: 1926
Re: Atlantica Online (yet again?)
Noesis won't load the tiger's .dds files; do you happen to know if there is a way to load those? Hello Okapi, don't have the tiger - from the ancientgiantf1.nif I know that you can choose the 'Additional texture output' on export to get the embedded textures as dds or png files for example. edit: w...
- Tue Oct 20, 2015 5:21 pm
- Forum: 3D/2D models
- Topic: Super Hero Generations *.MBG
- Replies: 6
- Views: 1692
Re: Super Hero Generations *.MBG
i did not see how simple the format is:
- Tue Oct 20, 2015 12:03 pm
- Forum: 3D/2D models
- Topic: Super Hero Generations *.MBG
- Replies: 6
- Views: 1692
Re: Super Hero Generations *.MBG
this MBG file is not compressed - the format is just a little bit funny
(After some superfluous C coding I realized that getting a wavefront obj should be possible with hex2obj, too.)
- Tue Oct 20, 2015 12:48 am
- Forum: 3D/2D models
- Topic: Can't convert some .43 mesh files in KTANE
- Replies: 4
- Views: 2029
Re: Can't convert some .43 mesh files in KTANE
(use File/SaveAs mesh to get the obj file)
- Mon Oct 19, 2015 10:57 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294215
Re: Extracting simple models
yeah, we've definitely hit the 1000 downloads limit with hex2obj . update: 4th of June, 2000 downloads (v0.22: 1250, v0.24c: 750) 1000 in 225 days (10/19/15): 4 per day That's a little bit funny since from the few feedbacks I guess there might be 5 to 10 people only who really use it. Not to talk ab...
