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- Sat Jul 18, 2015 11:01 pm
- Forum: 3D/2D models
- Topic: Phantasy Star Online 2
- Replies: 121
- Views: 77067
Re: Phantasy Star Online 2
The reason I was wondering is that I did locate some of the files that associate with stages and backgrounds, but none of them will open in Noesis at all. [...] Well, none of them except sn_hikari01.aqo. That's the only one that could be previewed and exported. its header says "aqo.VTBF" ...
- Sat Jul 18, 2015 10:13 pm
- Forum: 3D/2D models
- Topic: Help with Natsuiro High School (PS3)
- Replies: 5
- Views: 2601
Re: Help with Natsuiro High School (PS3)
there are two datablocks, 1769x4 bytes each:
from 0xB290 to 0xCE34 and
from 0xCE40 to 0xE9E4
which may or may not contain uv data.
In the first block every fourth byte is zero,
in the 2nd block it's between 0 and 3 (like some bone id).
Very strange...
from 0xB290 to 0xCE34 and
from 0xCE40 to 0xE9E4
which may or may not contain uv data.
In the first block every fourth byte is zero,
in the 2nd block it's between 0 and 3 (like some bone id).
Very strange...
- Fri Jul 17, 2015 9:56 pm
- Forum: Graphic file formats
- Topic: The Room Two by Fireproof Games
- Replies: 6
- Views: 2185
Re: The Room Two by Fireproof Games
maybe a palette problem, or the choosen format is wrong.
Dunno - I'm just providing hints to help people help themselves
Dunno - I'm just providing hints to help people help themselves
- Thu Jul 16, 2015 1:16 pm
- Forum: Game Archive
- Topic: .arc-archives (Fire Emblem If) Repacker needed
- Replies: 9
- Views: 4093
Re: .arc-archives (Fire Emblem If) Repacker needed
I guess this .arc-file type is similar to another .arc-filetypes that can be opened with EveryFileExplorer. Talking about BustUp_WITCH.arc you've uploaded some months ago? Its signature is "darc" while the Fire Emblem .arc begins like this: Offset 0 1 2 3 4 5 6 7 8 9 A B C D E F 00000 3A ...
- Thu Jul 16, 2015 11:05 am
- Forum: Game Archive
- Topic: .arc-archives (Fire Emblem If) Repacker needed
- Replies: 9
- Views: 4093
Re: .arc-archives (Fire Emblem If) Repacker needed
thx for clearifying!
In my experience it's somewhat harder to pack than to unpack an archive.
Guess you've searched for a similar type of archive and didn't find any?
In my experience it's somewhat harder to pack than to unpack an archive.
Guess you've searched for a similar type of archive and didn't find any?
- Wed Jul 15, 2015 11:09 pm
- Forum: Game Archive
- Topic: [PC] Run And Fire MMOFPS
- Replies: 6
- Views: 2076
Re: [PC] Run And Fire MMOFPS
the arch00 archive starts with the signature "PTAR" while the bms scripts you mentioned check for "LTAR". You could use TextureFinder to check for contained textures (there are some) You could check the filetable at archive's end ("characters\AI\Mat\Bumper.Mat00G" etc.)...
- Wed Jul 15, 2015 9:48 pm
- Forum: Game Archive
- Topic: .arc-archives (Fire Emblem If) Repacker needed
- Replies: 9
- Views: 4093
Re: .arc-archives (Fire Emblem If) Repacker needed
come on, boy! Tell us the whole truth. :D Your request consists of at least three tasks, doesn't it? o pack *.png as *.bch o compress *.bch to *.bch.lz o pack the lz files into an *.arc archive I found that there's an lz compression inside the source code but seems it's used on text files only. 1) w...
- Wed Jul 15, 2015 12:44 pm
- Forum: Graphic file formats
- Topic: The Room Two by Fireproof Games
- Replies: 6
- Views: 2185
- Tue Jul 14, 2015 5:51 pm
- Forum: Game Archive
- Topic: Shin Hokuto Musou (Fist of the North Star Ken's Rage 2)
- Replies: 24
- Views: 13607
Re: Shin Hokuto Musou (Fist of the North Star Ken's Rage 2)
[...], the ns2_360.zip script crash the noesis most of the time don't know what you're talking about. Noesis uses python scripts (*.py) or dll plugins. but the texture dont load , any help is the welcome no texture sample, no help (You might try out blender: http://forum.xentax.com/viewtopic.php?f=...
- Tue Jul 14, 2015 4:24 pm
- Forum: 3D/2D models
- Topic: Fist of the North Star Ken's Rage 2 texture help
- Replies: 3
- Views: 1149
Re: Fist of the North Star Ken's Rage 2 texture help
it's very unlikely to get an answer in this sub forum if you didn't get it here:
viewtopic.php?f=10&t=10025&hilit=fist&start=15
Upload the texture sample there and maybe someone will have a look at.
viewtopic.php?f=10&t=10025&hilit=fist&start=15
Upload the texture sample there and maybe someone will have a look at.
- Tue Jul 14, 2015 12:33 pm
- Forum: 3D/2D models
- Topic: Strange OBJ files from Unity3D
- Replies: 2
- Views: 1169
Re: Strange OBJ files from Unity3D
For NSTGun.obj from BuildPlayer-main.zip there are 26931 vertices and the maximum face index seems to be 5574 (or something like that). So a whole bunch of faces is missing. As simple as that. I see two possibilities: either there's a problem unpacking the assets using disunity (maybe something's wr...
- Sat Jul 11, 2015 2:59 pm
- Forum: 3D/2D models
- Topic: Monsters, Inc. (PS2) - RenderWare BSP file to usable format?
- Replies: 15
- Views: 3814
Re: Monsters, Inc. (PS2) - BSP file to usable format?
FIs' start for the first SM seems to be 0xD0F6 (but doesn't change too much)
As I said it's rather simple to gain the submeshes if you invest some time (that I don't have) (again FIs count may need some adjustment - I didn't really care...)
As I said it's rather simple to gain the submeshes if you invest some time (that I don't have) (again FIs count may need some adjustment - I didn't really care...)
- Fri Jul 10, 2015 2:14 pm
- Forum: 3D/2D models
- Topic: Havok binary files
- Replies: 105
- Views: 37250
Re: Havok binary files
there are at least 10 people in this forum who can/could do this but noone explained how to do it.SergeantJoe wrote:Only shakotay can do that, although he did it mostly by hand and never explained how.
Anyway, it will be part of my skel2smd exporter which will be released sooner or later.
- Thu Jul 09, 2015 8:43 am
- Forum: 3D/2D models
- Topic: Monsters, Inc. (PS2) - RenderWare BSP file to usable format?
- Replies: 15
- Views: 3814
Re: Monsters, Inc. (PS2) - BSP file to usable format?
pretty sure - but it's not me who will walk it...
but here's a correction for the first submesh:
but here's a correction for the first submesh:
- Thu Jul 09, 2015 6:03 am
- Forum: 3D/2D models
- Topic: Monsters, Inc. (PS2) - RenderWare BSP file to usable format?
- Replies: 15
- Views: 3814
Re: Monsters, Inc. (PS2) - BSP file to usable format?
quickhacked using hex2obj (view link in my sig):
vertex count for the submesh was 1483, so you'll need to use more FIs (face indices)
The '2' is the face indices offset to skip the fourth dummy FI (01 00).
The '2' is the face indices offset to skip the fourth dummy FI (01 00).
