Poll & Discussion: We wish the site to continue (Y/N)
Search found 4134 matches
- Fri Sep 25, 2015 9:41 am
- Forum: 3D/2D models
- Topic: Saint Seiya Soldier's Soul .emo files
- Replies: 34
- Views: 14720
Re: Saint Seiya Soldier's Soul .emo files
the models are in resource.cpk/chara,which need to use cpktools to extract. I don't owe the game but as long as the obj export doesn't work for a model there's no chance that the toggeling will work, imho. Because an unproper obj export means the SF4explorer doesn't recognize the emo file correctly...
- Fri Sep 25, 2015 8:20 am
- Forum: 3D/2D models
- Topic: Saint Seiya Soldier's Soul .emo files
- Replies: 34
- Views: 14720
Re: Saint Seiya Soldier's Soul .emo files
hello everyone,recently I tried modding this game's .emo(model) file.the sf4 explorer worked partially,but when I tried to turn off character's sub model(cape and helmet),the model still appeared,only became black,like texture missing. How about telling what you did do exactly? Having a look at an ...
- Fri Sep 25, 2015 7:53 am
- Forum: Graphic file formats
- Topic: Hyperdimension Neptunia Re;birth1 .tid
- Replies: 5
- Views: 3757
Re: Hyperdimension Neptunia Re;birth1 .tid
convert face_c.png to a DXT1 dds file then compare it to face_c.tid
That's the way I would do it.
That's the way I would do it.
- Thu Sep 24, 2015 11:22 pm
- Forum: Graphic file formats
- Topic: Hyperdimension Neptunia Re;birth1 .tid
- Replies: 5
- Views: 3757
Re: Hyperdimension Neptunia Re;birth1 .tid
I used nr1_tidtool.exe to convert the tid file:
- Wed Sep 23, 2015 9:00 am
- Forum: 3D/2D models
- Topic: [ Martial Empires / Seven Souls ] Extraction
- Replies: 13
- Views: 4182
Re: [ Martial Empires / Seven Souls ] Extraction
The one I checked (gi201132900.msh) has a very simple format:Keygen wrote:There no exist a working script to extract the weapons yet. If somebody know the way to create it, share here please
- B. Weapons
- Fri Sep 18, 2015 7:06 pm
- Forum: 3D/2D models
- Topic: [PS2] Star Wars: Ep III - RotS (*.ms2)
- Replies: 13
- Views: 3422
- Fri Sep 18, 2015 5:04 pm
- Forum: 3D/2D models
- Topic: [PS2] Star Wars: Ep III - RotS (*.ms2)
- Replies: 13
- Views: 3422
Re: [Xbox] Star Wars: Ep III - RotS (*.msh)
thx. (Btw I was missing nembrut.msh?) Is it possible to include scanning of more than one type with Make_H2O.exe? that's no problem. But it's not too easy to gain all the submeshes. For yoda.msh for example there's a special type I didn't handle: 0xCC5B 870 Vb1 16 99 0xB7B7 327 021000 0x0 255 Use th...
- Fri Sep 18, 2015 2:02 am
- Forum: 3D/2D models
- Topic: 3d-gr2 model error foot movement
- Replies: 5
- Views: 1191
Re: 3d-gr2 model error foot movement
You didn't answer my "question" - so I don't know what the problem is. Anyway, this is an excerpt from an DirectX anim file: Animation { {Bip01_L_Foot} AnimationKey { 4; 41; 0; 16; 0.999475,0.023210,0.022590,0.000000,-0.020955,0.995217,-0.095413,0.000000,-0.024697,0.094890,0.995181,0.00000...
- Thu Sep 17, 2015 7:58 pm
- Forum: 3D/2D models
- Topic: 3d-gr2 model error foot movement
- Replies: 5
- Views: 1191
Re: 3d-gr2 model error foot movement
don't get it what you mean by "bug"
You could set translation and rotation frames of a foot bone to constant values and tell us what happens
(dunno whether it will work but it's worth a try)
You could set translation and rotation frames of a foot bone to constant values and tell us what happens
(dunno whether it will work but it's worth a try)
- Wed Sep 16, 2015 11:09 pm
- Forum: 3D/2D models
- Topic: DBZ Budokai .amo/amt?
- Replies: 7
- Views: 2169
Re: DBZ Budokai .amo/amt?
thx for the sample! Here's some result: AMG23ds.JPG It's the SubAMGs 1, 7 and 13 only and as you can see they're a little bit spoiled, especially no 7. I used finale00's amo splitter script and the ones from FurryFan (where I had to add If Type == 445 ; set VertexType long 48 ; to his subAMG2_3ds sc...
- Wed Sep 16, 2015 6:05 pm
- Forum: 3D/2D models
- Topic: DBZ Budokai .amo/amt?
- Replies: 7
- Views: 2169
Re: DBZ Budokai .amo/amt?
if you uploaded the concerning .amo file I could check that
- Wed Sep 16, 2015 7:01 am
- Forum: 3D/2D models
- Topic: DBZ Budokai .amo/amt?
- Replies: 7
- Views: 2169
Re: DBZ Budokai .amo/amt?
which platform? For .amo I remember a Noesis python script by finale00, fmt_BakemonogatariPSP_amo.py . He wrote a quickbms script, PSP .amo splitter, here: http://forum.xentax.com/viewtopic.php?f=16&t=9546&p=77870&hilit=budokai#p77870 In the post from FurryFan, as of Mon Aug 27, 2012 12:...
- Mon Sep 14, 2015 10:29 pm
- Forum: 3D/2D models
- Topic: [PS3]Gundam Breaker 2
- Replies: 14
- Views: 4414
Re: [PS3]Gundam Breaker 2
the levels aren't as nice as I thought
- Mon Sep 14, 2015 2:09 pm
- Forum: 3D/2D models
- Topic: [PS3]Gundam Breaker 2
- Replies: 14
- Views: 4414
Re: [PS3]Gundam Breaker 2
not really:
- Mon Sep 14, 2015 7:45 am
- Forum: Game Archive
- Topic: [PS3]Gundam Breaker dat file
- Replies: 8
- Views: 4457
Re: [PS3]Gundam Breaker dat file
dunno thosecosmos28 wrote:uncompressed tge pck files
depends on the signature - if it's 00 6C 64 6D (' ldm') in .pck I'd say 'yes'.Is there a way to get those files to obj?
thanks
