Search found 4134 matches

by shakotay2
Fri Aug 28, 2015 7:03 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

Ebirah.cmp contains a mesh: Ebirah_cmp.JPG (But the face indices don't seem to fit and I don't have the time to care for them.) f 1835 2264 1835 f 2264 1835 2264 f 1835 2264 1835 f 2264 1835 2264 f 1835 2264 1835 f 2264 1878 4044 f 1802 4004 1652 f 4042 1618 3927 f 1450 3923 1432 f 3706 1353 3702 f...
by shakotay2
Tue Aug 25, 2015 9:19 pm
Forum: 3D/2D models
Topic: Noesis .bvh base pose rotation
Replies: 9
Views: 2318

Re: Noesis .bvh base pose rotation

oh well, I've overviewed that your animation fbx file containes the mesh already. Everything is working fine: meshplusanim.JPG (I previously dragged this anim onto the mesh you uploaded. That's the reason for the ugly result in my last post.) But the really great thing with Noesis is that you can ex...
by shakotay2
Sun Aug 23, 2015 3:39 pm
Forum: 3D/2D models
Topic: Noesis .bvh base pose rotation
Replies: 9
Views: 2318

Re: Noesis .bvh base pose rotation

well, it's better (concerning the rotation) - but still reminds me of Ripley7:
ripley7.JPG
(If you display the skeleton (F6) you'll see that it's moving correctly.)
by shakotay2
Sat Aug 22, 2015 8:36 pm
Forum: 3D/2D models
Topic: Noesis .bvh base pose rotation
Replies: 9
Views: 2318

Re: Noesis .bvh base pose rotation

Noesis complains about a "Bone count mismatch". There are indeed Bip01_L_Toe01 , Bip01_R_Toe01 for example in your fbx mesh that I can't find in the bvh anim file. Sure you uploaded they suiting fbx mesh file? So basically I should export the motion in .fbx from blender I wouldn't rely too...
by shakotay2
Sat Aug 22, 2015 5:47 pm
Forum: 3D/2D models
Topic: Noesis .bvh base pose rotation
Replies: 9
Views: 2318

Re: Noesis .bvh base pose rotation

nice one :) !
MarieRose1301 wrote:The rotate 90 feature affects the animations only
since the skeleton is in the mesh file, I guess.
If so it could be helpful if you uploaded it, too.
by shakotay2
Fri Aug 21, 2015 3:43 pm
Forum: 3D/2D models
Topic: 3d models from quickbms
Replies: 2
Views: 1270

Re: 3d models from quickbms

, and couldn't find any of the vert numbers using hex2obj, I hope someone can help. from MOB_Cerberus_0 I can say that the vertex data (at 0xC00 or 0xC14?) isn't easy to solve - maybe compressed. There are 47 "frames", 64 bytes sized with floats, starting at 0x2c and a DWord face indices ...
by shakotay2
Fri Aug 21, 2015 3:09 pm
Forum: 3D/2D models
Topic: Trine 3 .fbi Textures
Replies: 10
Views: 3095

Re: Trine 3 .fbi Textures

nearest hit I had:
zoya_face_lz4_uncompressed.JPG
by shakotay2
Thu Aug 20, 2015 9:19 pm
Forum: 3D/2D models
Topic: Trine 3 .fbi Textures
Replies: 10
Views: 3095

Re: Trine 3 .fbi Textures

wrong subforum! did you try all comtypes? create a bat or cmd file with this line contained: call comtype_scan2 D:\test\comtype_scan2.bms D:\test\zoya_face.fbi D:\test [10000000] where D:\test is the folder which contains quickbms.exe, comtype_scan.bat, comtype_scan2.bms and zoya_face.fbi , the file...
by shakotay2
Thu Aug 20, 2015 1:06 pm
Forum: Graphic file formats
Topic: Unity format meshe 43. Need help struct.
Replies: 9
Views: 3068

Re: Unity format meshe 43. Need help struct.

Why you do 64 bytes offset on vertices data ? dunno what you mean by offset - mean vertex stride? It's 40 bytes (all params for hex2obj are decimal values except the startaddresses 0x...) From one 00 00 80 3F pattern to the next one it's 40 bytes - as simple as that. You'll learn it by experience a...
by shakotay2
Thu Aug 20, 2015 11:32 am
Forum: Graphic file formats
Topic: Unity format meshe 43. Need help struct.
Replies: 9
Views: 3068

Re: Unity format meshe 43. Need help struct.

Roman wrote:But mesh look like boom.
It's the way orcs look like :D
OrcMolten.JPG
by shakotay2
Tue Aug 18, 2015 2:33 pm
Forum: 3D/2D models
Topic: Halo Wars ugx files. Just need an expert's opinion.
Replies: 8
Views: 2804

Re: Halo Wars ugx files. Just need an expert's opinion.

RoadTrain wrote:Must have missed something..
nope - it's low poly models:
battle_rifle.JPG
by shakotay2
Tue Aug 18, 2015 10:23 am
Forum: 3D/2D models
Topic: Halo Wars ugx files. Just need an expert's opinion.
Replies: 8
Views: 2804

Re: Halo Wars ugx files. Just need an expert's opinion.

for barracks_damaged_01 the vertex stride is 28
but there are too many submeshes here - you'll need a script to build the whole mesh:
barracks_damaged_01.JPG
by shakotay2
Sun Aug 16, 2015 3:08 pm
Forum: 3D/2D models
Topic: research on an obj to vkm converter
Replies: 27
Views: 5940

Re: research on an obj to vkm converter

by this do u mean that the item have holes in it? if it is so then yes. I don't know what it means. A bounding box is the smallest box the object just fits into. is there any thing u want me to edit or to try at this vkm? we need to understand the meaning of the header data (DWORD at 0x18 might be ...
by shakotay2
Sun Aug 16, 2015 11:09 am
Forum: 3D/2D models
Topic: research on an obj to vkm converter
Replies: 27
Views: 5940

Re: research on an obj to vkm converter

would make sense header Offset 0 1 2 3 4 5 6 7 8 9 A B C D E F 00000 56 4B 59 4D 69 00 00 00 01 00 00 00 00 00 00 00 VKYMi........... 00010 01 00 01 00 00 00 00 00 34 16 00 00 43 6C 6F 6E ........4...Clon 00020 65 66 72 6F 6E 74 20 66 61 63 65 00 00 00 00 00 efront face..... 00030 00 00 00 00 00 00 ...
by shakotay2
Sun Aug 16, 2015 7:53 am
Forum: 3D/2D models
Topic: research on an obj to vkm converter
Replies: 27
Views: 5940

Re: research on an obj to vkm converter

having a look at PC18Body.vkm reveals: first submesh "PC18_Upper Body" vertex start: 0x78, 307 vertices, vertex stride 44 0x353C, 410 faces, 0x3540..0x4878, DWORD face indices 2nd submesh 0x6095 "PC18_Lower Body" There's unknown data from 0x4890 to 0x607C. You could overwrite the...