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- 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):
unsure about uvs - maybe the twelve buttons are created by a bump map or something like that?
- 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)
- 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
- 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.
The uvs are from from SwitchButtonBaseMesh in the FMesh folder.
- 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:
- 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 ...
- 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...
- 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...
- 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:
- 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...
- 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.
- 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...
- 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?
- Thu Oct 15, 2015 7:38 pm
- Forum: 3D/2D models
- Topic: Frogger 3D .MAP
- Replies: 22
- Views: 6779
Re: Frogger 3D .MAP
you could search for point clouds - but from a first glance I don't see any (maybe you'll do if you search seriously)Miles2345 wrote:anything? anything I could do with hex2obj?
you could search for structures; for example there are 28 bytes blocks with 44 43 30 FF contained in SWP1.MAP;
good luck
- 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):
I got this with BC2_UNORM_SRGB (unsure about palette):
