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by shakotay2
Thu Jun 18, 2020 7:54 am
Forum: 3D/2D models
Topic: HOW I CAN OPEN
Replies: 22
Views: 592

Re: HOW I CAN OPEN

uv data is contained in the created obj file (File\SaveAs mesh).
In case you have a texture file (.jpg,. png, .dds, whatever) simply apply it to the model in your preferred 3D application.
by shakotay2
Wed Jun 17, 2020 10:29 am
Forum: 3D/2D models
Topic: HOW I CAN OPEN
Replies: 22
Views: 592

Re: HOW I CAN OPEN

Simple enough, using hex2obj (view link in my sig):
.
warrior_f_footballuniform05-3d.png
by shakotay2
Tue Jun 16, 2020 3:00 pm
Forum: 3D/2D models
Topic: Saving skeleton without mesh from UE4 game
Replies: 1
Views: 83

Re: Saving skeleton without mesh from UE4 game

Assumed you've got the bones' hierarchy/parenting IDs already SMD format is a good choice, imho. But you need to do a Quaternion2Euler transform of the rotation values for such.
by shakotay2
Mon Jun 15, 2020 9:45 pm
Forum: 3D/2D models
Topic: Magicka .XNB model files.
Replies: 16
Views: 1238

Re: Magicka .XNB model files.

The mesh format appears to be simple, maybe search for 'default' to find the counts (must be verified with more than one model, though):
.
xnb-counts.png
by shakotay2
Sun Jun 14, 2020 6:50 am
Forum: 3D/2D models
Topic: Phantomers *.skinnedMesh *animLibrary
Replies: 4
Views: 209

Re: Phantomers *.skinnedMesh *animLibrary

I don't have the time to write general scripts, sorry. Here's a specific one that loads one submesh from blackcat_mill_1st.skinnedMesh only. DOESN'T load other skinnedMesh files. (You'll need to change these 3 lines for such: bs.seek(0xAA6, NOESEEK_ABS) , bs.seek(0xB957, NOESEEK_ABS) and bs.seek(0xD...
by shakotay2
Fri Jun 12, 2020 6:25 am
Forum: 3D/2D models
Topic: Phantomers *.skinnedMesh *animLibrary
Replies: 4
Views: 209

Re: Phantomers *.skinnedMesh *animLibrary

Using hex2obj (view link in my sig):
.
blackcat_mill_1st-skinnedMesh.png
by shakotay2
Tue Jun 09, 2020 10:50 pm
Forum: 3D/2D models
Topic: RSCF Model Format Help
Replies: 9
Views: 276

Re: RSCF Model Format Help

I believe that in position 0xAD there is the number of bytes that must be skipped to find the beginning of the vertices, but I don't know how to deal with it. Maybe. But you can't judge from one file, can you? (I've the strong feeling that searching for the pattern 000000000100000000000000 may help...
by shakotay2
Tue Jun 09, 2020 8:17 pm
Forum: 3D/2D models
Topic: Heroes of Might & Magic PS2 Model extraction or view
Replies: 6
Views: 539

Re: Heroes of Might & Magic PS2 Model extraction or view

This is what I get from model_Giants.b using hex2obj. From your pm I could see that you had already a partly solution.

The correct proceeding in my opinion would have been to show this before instead of letting people fool themselves.

I'm off now, cheers.
by shakotay2
Tue Jun 09, 2020 8:27 am
Forum: 3D/2D models
Topic: Magicka .XNB model files.
Replies: 16
Views: 1238

Re: Magicka .XNB model files.

because they are compressed. Search for xnb.bms to decompress them. Won't help you either because ParseXNB doesn't have a reader for this: 'ColladaAnimation.SkinningDataReader'. :cry: Concerning the mesh as almost always hex2obj is your friend in case you invest some time: . fairy_body.png Copy the ...
by shakotay2
Mon Jun 08, 2020 7:35 pm
Forum: 3D/2D models
Topic: Heroes of Might & Magic PS2 Model extraction or view
Replies: 6
Views: 539

Re: Heroes of Might & Magic PS2 Model extraction or view

shaunanthonywheeldon wrote:
Mon Jun 08, 2020 3:18 pm
Hello, I need the creation of a Script either for Noesis or 3DS Max or even Blender that can extract the models from files
Hello,
well, we all need things that we don't get, do we? :D
It's not easy to get "behind" the idea of handling the face indices:
.
model_Giants-b.png
by shakotay2
Mon Jun 08, 2020 8:45 am
Forum: 3D/2D models
Topic: Frogger's Adventures Model (RENDERWARE)
Replies: 5
Views: 202

Re: Frogger's Adventures Model (RENDERWARE)

I thought you were the one who's coding Frogger-tools? :D
.
18-UNPACKED-dff.png
(first submesh only)
by shakotay2
Mon Jun 08, 2020 6:55 am
Forum: Tutorials
Topic: Blender on .bin
Replies: 5
Views: 1093

Re: Blender on .bin

Some fiddeling required to get the start (and end) addresses of the submeshes (using hex2obj, view link in my sig):
.
CHR010.png
by shakotay2
Sat Jun 06, 2020 1:19 pm
Forum: Game Archive
Topic: .Jam KND Operation Video Game
Replies: 2
Views: 125

Re: .Jam KND Operation Video Game

There's skeleton (and maybe keyframe anim) data in the vtoilet.jam.
skeleton.zip
by shakotay2
Fri Jun 05, 2020 10:10 pm
Forum: 3D/2D models
Topic: RSCF Model Format Help
Replies: 9
Views: 276

Re: RSCF Model Format Help

Usually I don't care for pistols (: - but as a general remark: 3D mesh files may consist of submeshes with separate location offsets. These are not handled by hex2obj . You need to do a deeper file research for getting them, if any. As a workaround you can do it manually in this case: after File/Sav...
by shakotay2
Fri Jun 05, 2020 7:43 pm
Forum: 3D/2D models
Topic: RSCF Model Format Help
Replies: 9
Views: 276

Re: RSCF Model Format Help

how you got the correct vert offset, or was it trial and error More experience than T&E :D Once you know how to recognize F0 0F AC BC or 00 00 80 3F as (IEEE 754) floats things are growing easier. Also how did you get that as the face count too? It's not the "face count" it's the face indices count...