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Search found 4134 matches
- 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...
- 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:
- 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:
Maybe another submesh:
0x9921 71
Vb1
44 16
0x9013 52
021000
0x0 255
0x9921 71
Vb1
44 16
0x9013 52
021000
0x0 255
- 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/
?
http://sourceforge.net/projects/eqemu/f ... nce%201.1/
?
- Tue Sep 08, 2015 8:13 am
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294215
Re: Extracting simple models
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).
(no time to search for more data, sry)
The '2' means face indices offset to skip the fourth "face index" (01 00, constant).
- 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
What do you mean exactly? To separate the channels?"Can anyone help me to make these textures into exact UV color maps"
- 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...
- 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...
- 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
that's a pretty good description how it works. Plus the "mapping data" is stored in H2O parameter files (human readable).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.
- 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):
(first part see my previous post)
- 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?
plz use forum search:
viewtopic.php?f=16&t=6119&hilit=dragon+age
viewtopic.php?f=16&t=6119&hilit=dragon+age
- 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
- 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:
for the mesh only u could use hex2obj:
- 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: (I could upload the H2O files to be used with hex2obj's MultiMesh feature.)
Anyway here's the basement level with 30 submeshes: (I could upload the H2O files to be used with hex2obj's MultiMesh feature.)
- 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
I'd say so. With some scrambled texture data contained.ThatGodzillaFan wrote:So the CMP files are just mesh files?
