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Search found 4134 matches
- Wed Jul 29, 2015 10:48 am
- Forum: 3D/2D models
- Topic: [Request] Cabela's African Adventures .skin files
- Replies: 2
- Views: 875
Re: [Request] Cabela's African Adventures .skin files
• Format appears to be similar to previous Cabela's games(Or at least it's PS2 counter-parts). Ref This is one of those annoying bms scripts containing hundreds of puts/sets. Really hate this. :D (to be clear: bms scripts normally are great) Anyway - I used hex2obj (view link in my sig) to get the ...
- Wed Jul 29, 2015 9:58 am
- Forum: Game Archive
- Topic: Way of the Samurai 4 .NIF
- Replies: 11
- Views: 6100
Re: Way of the Samurai 4 .NIF
1) what exactly do you mean by "extract"? How to extract and archive NIF from the file? 2) which file? 3) what does that mean "archive NIF from the file"? Never heard such thing. what I have is a rar file from the opening post with DLCDona01_af.nif contained The nif contains the ...
- Wed Jul 29, 2015 8:26 am
- Forum: Game Archive
- Topic: Way of the Samurai 4 .NIF
- Replies: 11
- Views: 6100
Re: Way of the Samurai 4 .NIF
did you try Rick's fmt_gamebryo_nif.py?
For some models patching might be required but I get some oddities:
For some models patching might be required but I get some oddities:
- Mon Jul 27, 2015 8:53 pm
- Forum: 3D/2D models
- Topic: Crash Twinsanity .rmx
- Replies: 3
- Views: 1004
Re: Crash Twinsanity .rmx
copy these lines into an H2O file:
0x0 500
Vb1
16 99
0x1D0AA 3175
020000
0x0 255
and toggle the 'noPtC' button to 'PtCld' (point cloud)
0x0 500
Vb1
16 99
0x1D0AA 3175
020000
0x0 255
and toggle the 'noPtC' button to 'PtCld' (point cloud)
- Sun Jul 26, 2015 7:37 pm
- Forum: 3D/2D models
- Topic: Crash Twinsanity .rmx
- Replies: 3
- Views: 1004
Re: Crash Twinsanity .rmx
there's some interesting point cloud - not sure about the face indices:
- Sun Jul 26, 2015 7:02 pm
- Forum: 3D/2D models
- Topic: .
- Replies: 20
- Views: 4628
Re: pls delete
I don't know.
btw: I would leave a forum where threads (that followed the forum rules) would be deleted I shared my knowledge in.
btw: I would leave a forum where threads (that followed the forum rules) would be deleted I shared my knowledge in.
- Thu Jul 23, 2015 8:05 pm
- Forum: 3D/2D models
- Topic: [PS3] Sword Art Online: Lost Song (*.mdl)
- Replies: 14
- Views: 6037
Re: [PS3] Sword Art Online: Lost Song (*.mdl)
the mesh format is not too hard but will take some time to build the submeshes automatically
so you'll need to find someone willing to do it
so you'll need to find someone willing to do it
- Thu Jul 23, 2015 1:09 pm
- Forum: 3D/2D models
- Topic: .
- Replies: 20
- Views: 4628
Re: Star Wars Battlefront 2015
It's not a matter of winding - guess you've to adjust the face indices' starting address for the "head" submesh:dainazinas wrote:tried diferent combinations for my face winding but that did not help.
- Wed Jul 22, 2015 5:32 pm
- Forum: Graphic file formats
- Topic: .
- Replies: 11
- Views: 3131
Re: Star Wars Battlefront dds format
thx. Seems to work - I used texconv, forcing a dx10 header: (texconv -w 1760 -h 972 -f BC7_UNORM -dx10 textmaker_Noe.png) BC7_UN-test.jpg Offset 0 1 2 3 4 5 6 7 8 9 A B C D E F 0000 44 44 53 20 7C 00 00 00 07 10 0A 00 CC 03 00 00 DDS |.......Ì... 0010 E0 06 00 00 80 1A 1A 00 01 00 00 00 0B 00 00 00 ...
- Wed Jul 22, 2015 3:13 pm
- Forum: Graphic file formats
- Topic: .
- Replies: 11
- Views: 3131
Re: Star Wars Battlefront dds format
I'm too busy with other coding atm than to solve this but I guess it should use a DX11 dds header. Maybe search for "BC7" in this forum, too. gregkwaste's dds in his post as of Sat Sep 13, 2014 is BC 5 compressed: http://forum.xentax.com/viewtopic.php?f=18&t=10973 Offset 0 1 2 3 4 5 6 ...
- Wed Jul 22, 2015 11:55 am
- Forum: Graphic file formats
- Topic: .
- Replies: 11
- Views: 3131
Re: Star Wars Battlefront dds format
the tool doesn't use a header, just the format.
Creating headers will be the next feature.
If you have any BC7 UN dds you could try copy and paste its header
and adjust width and height values.
Creating headers will be the next feature.
If you have any BC7 UN dds you could try copy and paste its header
and adjust width and height values.
- Wed Jul 22, 2015 6:36 am
- Forum: Graphic file formats
- Topic: .
- Replies: 11
- Views: 3131
- Tue Jul 21, 2015 12:30 pm
- Forum: Graphic file formats
- Topic: Cryengine vertex information weirdness
- Replies: 12
- Views: 2666
Re: Cryengine vertex information weirdness
I wish there were some native C# or .Net functions that could convert shorts to half floats. I'm beating my head against the wall trying to get good values out of these 2 byte structures. why not use a library? http://stackoverflow.com/questions/21660365/reading-half-floats-into-array How do you do...
- Mon Jul 20, 2015 10:04 am
- Forum: Graphic file formats
- Topic: Cryengine vertex information weirdness
- Replies: 12
- Views: 2666
Re: Cryengine vertex information weirdness
it's just half floats (20 3C ignored)
- Sun Jul 19, 2015 11:12 pm
- Forum: 3D/2D models
- Topic: Help with Natsuiro High School (PS3)
- Replies: 5
- Views: 2601
Re: Help with Natsuiro High School (PS3)
with some imagination you could recognize the outline of a 90° clock wise rotated face
but it's not uvs:
but it's not uvs:
