Search found 4134 matches

by shakotay2
Sun Sep 13, 2015 6:37 pm
Forum: 3D/2D models
Topic: [PS2] Star Wars: Ep III - RotS (*.ms2)
Replies: 13
Views: 3422

Re: [PS2] Star Wars: Ep III - RotS (*.ms2)

here's a Make_H2O.exe to autocreate H2O files from XBOX-msh (tested with three files only) Using hex2obj 's multimesh feature you can create obj files from the H2O parameter files. Make_H2O_StarWarsEp3-XBOX.zip edit : For Win7 and higher you'll need libgcc_s_dw2-1.dll (to be copied to the .exe direc...
by shakotay2
Sat Sep 12, 2015 1:24 pm
Forum: 3D/2D models
Topic: [PS2] Star Wars: Ep III - RotS (*.ms2)
Replies: 13
Views: 3422

Re: [PS2] Star Wars: Ep III - RotS (*.ms2)

all 12 submeshes of superbattledroid and (normal) battledroid:
hordesuperbattleDroid_.JPG
by shakotay2
Sat Sep 12, 2015 9:11 am
Forum: 3D/2D models
Topic: [PS2] Star Wars: Ep III - RotS (*.ms2)
Replies: 13
Views: 3422

Re: [PS2] Star Wars: Ep III - RotS (*.ms2)

looks promissing but you'll need to fiddle around with the submeshes:
hordesuperbattledroid.JPG
Maybe another submesh:
0x9921 71
Vb1
44 16
0x9013 52
021000
0x0 255
by shakotay2
Sat Sep 12, 2015 12:13 am
Forum: Game Archive
Topic: Everquest .WLD Archive
Replies: 5
Views: 2883

Re: Everquest .WLD Archive

did you have a look at wlddoc.pdf from this link:
http://sourceforge.net/projects/eqemu/f ... nce%201.1/
?
by shakotay2
Tue Sep 08, 2015 8:13 am
Forum: Tutorials
Topic: Extracting simple models
Replies: 493
Views: 294215

Re: Extracting simple models

Avatar-LoA.JPG
0x23ef0..0x26158 normals (734x12 bytes)

(no time to search for more data, sry)

The '2' means face indices offset to skip the fourth "face index" (01 00, constant).
by shakotay2
Sun Sep 06, 2015 8:28 pm
Forum: Graphic file formats
Topic: UE3 Texturing Model Problem
Replies: 2
Views: 944

Re: UE3 Texturing Model Problem

"Can anyone help me to make these textures into exact UV color maps"
What do you mean exactly? To separate the channels?
WYFTLShip01_RGB-blue.JPG
by shakotay2
Sat Sep 05, 2015 8:54 pm
Forum: Graphic file formats
Topic: Tree of Savior .xac and .xpm
Replies: 12
Views: 5479

Re: Tree of Savior .xac and .xpm

It's just a little bit trial 'n error (maybe there some table with offsets, dunno). Faceindices_start_end.JPG But to be honest I don't see the problem how to get the start/ending addresses from the picture. (You need to know that 29 5C 4F 3F might be a float value, of course. Then it's clear that it...
by shakotay2
Fri Sep 04, 2015 9:53 pm
Forum: Graphic file formats
Topic: Tree of Savior .xac and .xpm
Replies: 12
Views: 5479

Re: Tree of Savior .xac and .xpm

Hello, I'm trying to do quite the same thing, but I have some difficulties with Hex2Obj tuto. Hello, it would be helpful if you could be more specific so that I could try to improve the tutorial. :) btw: although the format is rather simple I've to confess that it took me more than 15 minutes to ge...
by shakotay2
Wed Sep 02, 2015 9:34 pm
Forum: 3D/2D models
Topic: Monsters, Inc. (PS2) - RenderWare BSP file to usable format?
Replies: 15
Views: 3814

Re: Monsters, Inc. (PS2) - RenderWare BSP file to usable for

DCxDemo wrote:it looks like you provide it the offset to the mesh data and it extracts single mesh, so you have to "map" the file with custom offsets to extract whole mesh.
that's a pretty good description how it works. Plus the "mapping data" is stored in H2O parameter files (human readable).
by shakotay2
Tue Sep 01, 2015 10:39 pm
Forum: 3D/2D models
Topic: Monsters, Inc. (PS2) - RenderWare BSP file to usable format?
Replies: 15
Views: 3814

Re: Monsters, Inc. (PS2) - RenderWare BSP file to usable for

there's no built-in support. But I've a Make_H2O project for the basement level which creates these obj files (without uvs):
basement_part2.zip
(first part see my previous post)
by shakotay2
Tue Sep 01, 2015 12:39 pm
Forum: Tutorials
Topic: How do I extract DA2 models?
Replies: 1
Views: 2417

Re: How do I extract DA2 models?

by shakotay2
Mon Aug 31, 2015 2:03 pm
Forum: 3D/2D models
Topic: Monsters, Inc. (PS2) - RenderWare BSP file to usable format?
Replies: 15
Views: 3814

Re: Monsters, Inc. (PS2) - RenderWare BSP file to usable for

it's one level (=model?) built with submeshes - I didn't add offsets
basement_part1.zip
by shakotay2
Mon Aug 31, 2015 7:41 am
Forum: 3D/2D models
Topic: [Help]Dragon Prophet .ros 3D;x
Replies: 4
Views: 1940

Re: [Help]Dragon Prophet .ros 3D;x

that script requires *_skeleton.ros (and the suiting *.ros from the Mesh folder)

for the mesh only u could use hex2obj:
2h-axe_027.JPG
by shakotay2
Sun Aug 30, 2015 12:14 pm
Forum: 3D/2D models
Topic: Monsters, Inc. (PS2) - RenderWare BSP file to usable format?
Replies: 15
Views: 3814

Re: Monsters, Inc. (PS2) - RenderWare BSP file to usable for

I would have made a Make_H2O project of it but I'm a little bit tired 'cause noone really cares for this multimesh project.

Anyway here's the basement level with 30 submeshes:
basement_30SMs.JPG
(I could upload the H2O files to be used with hex2obj's MultiMesh feature.)
by shakotay2
Sat Aug 29, 2015 10:25 am
Forum: Game Archive
Topic: Godzilla Save The Earth BDP and CMP Files
Replies: 6
Views: 2375

Re: Godzilla Save The Earth BDP and CMP Files

ThatGodzillaFan wrote:So the CMP files are just mesh files?
I'd say so. With some scrambled texture data contained.