Search found 4134 matches

by shakotay2
Mon Oct 19, 2015 10:43 pm
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 hex2obj (view link in my sig):
BackingPiece.jpg
unsure about uvs - maybe the twelve buttons are created by a bump map or something like that?
by shakotay2
Mon Oct 19, 2015 9:15 pm
Forum: Graphic file formats
Topic: Atlantica Online (yet again?)
Replies: 4
Views: 1926

Re: Atlantica Online (yet again?)

did you try Noesis? (plugin fmt_gamebryo_nif.py)
by shakotay2
Mon Oct 19, 2015 2:04 pm
Forum: 3D/2D models
Topic: Shining Resonance .MLX
Replies: 70
Views: 29094

Re: Shining Resonance .MLX

if you sent me a DLC MLX sample I could look for a solution
by shakotay2
Mon Oct 19, 2015 10:31 am
Forum: Compressed files and methods
Topic: Crazy Machines 2 - fst?
Replies: 3
Views: 1440

Re: Crazy Machines 2 - fst?

nope, the texture is.
The uvs are from from SwitchButtonBaseMesh in the FMesh folder.
by shakotay2
Sun Oct 18, 2015 6:29 pm
Forum: Compressed files and methods
Topic: Crazy Machines 2 - fst?
Replies: 3
Views: 1440

Re: Crazy Machines 2 - fst?

could not figure out the mesh - what I got looks like uvs:
SwitchButtonBaseMesh.JPG
by shakotay2
Sun Oct 18, 2015 8:11 am
Forum: 3D/2D models
Topic: [HELP] Hitman (.weightedprim) Maxscript
Replies: 3
Views: 1204

Re: [HELP] Hitman (.weightedprim) Maxscript

I've been looking at the Hex for about a month now and I have no clue what i'm doing. yeah, made my day! :D Welcome to the club. :wink: Help on writing a maxscript/converter for import/conversion of .prim models would be awesome. I'm always in trouble understanding the term "help on writing a ...
by shakotay2
Sat Oct 17, 2015 11:11 pm
Forum: Game Archive
Topic: .tex files from unity.bms
Replies: 31
Views: 19048

Re: .tex files from unity.bms

This is a working conversion chain for R8G8B8.tex (type 3): (image width/height: 0x0000: 2A0300002A030000 -> 810 x 810) delete 56 bytes header from tex file load it as raw file into irfanview and save it as tga for example use TheCompressonator to convert the tga to whatever DXT format you wish This...
by shakotay2
Sat Oct 17, 2015 12:09 pm
Forum: 3D/2D models
Topic: Kinect Star Wars .smf
Replies: 39
Views: 16677

Re: Kinect Star Wars .smf

I've updated the zip in my first post as of Fri Oct 16, 2015. Providence should work now. But it's huge (that's 235359 vertices) and maybe some submeshes have wrong positions. Use 14D50 as vertices start address instead of proposed 132ae. (yeah, you've to subtract 0x24 from FFs address 14D74 here be...
by shakotay2
Fri Oct 16, 2015 11:06 pm
Forum: 3D/2D models
Topic: Kinect Star Wars .smf
Replies: 39
Views: 16677

Re: Kinect Star Wars .smf

Providence; but there's some caveats to quarrel with before I can update the exe:
Providence.JPG
by shakotay2
Fri Oct 16, 2015 8:23 pm
Forum: 3D/2D models
Topic: Kinect Star Wars .smf
Replies: 39
Views: 16677

Re: Kinect Star Wars .smf

here's some result with 102 submeshes (not all are visible of course): Lucrehulk_.JPG --- VERY important! --- You'll need to understand this OR you will fail. Promissed! Now I found that you just need to >adjust< the vertices start address for the very first mesh and then let it go. Works for some m...
by shakotay2
Fri Oct 16, 2015 8:22 pm
Forum: 3D/2D models
Topic: Kinect Star Wars .smf
Replies: 39
Views: 16677

Re: Kinect Star Wars .smf

yep, a Noesis plugin would be nice but guess those who could create one are too busy or not interested in these models. But accidently I managed to fulfill your request by PM for some H2O files: Make_H2O_KinectSW.zip Be sure to read the contained How-to-use_KinectStarWars.txt before proceeding.
by shakotay2
Fri Oct 16, 2015 6:10 pm
Forum: Game Archive
Topic: .tex files from unity.bms
Replies: 31
Views: 19048

Re: .tex files from unity.bms

you're not to clear with your posts - you wrote When running your script, DXT5 .tex files convert successfully to dds so DXT5 is solved, isn't it? (should not be too hard to add creating of a DXT5 header to Sigil 's script - assumed what this script retrieves correct height&width from the tex fi...
by shakotay2
Fri Oct 16, 2015 11:24 am
Forum: Game Archive
Topic: .tex files from unity.bms
Replies: 31
Views: 19048

Re: .tex files from unity.bms

anyone for what? Didn't Unity Asset Explorer solve your problem?
by shakotay2
Thu Oct 15, 2015 7:38 pm
Forum: 3D/2D models
Topic: Frogger 3D .MAP
Replies: 22
Views: 6779

Re: Frogger 3D .MAP

Miles2345 wrote:anything? anything I could do with hex2obj?
you could search for point clouds - but from a first glance I don't see any (maybe you'll do if you search seriously)

you could search for structures; for example there are 28 bytes blocks with 44 43 30 FF contained in SWP1.MAP;

good luck
by shakotay2
Thu Oct 15, 2015 8:44 am
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.

dunno about the icon but when I extracted Data.ovs.textures_l0 from Eagle_Textures
I got this with BC2_UNORM_SRGB (unsure about palette):
eagle.JPG