some trial&error required to get correct textures.
Guess it's a 16x4 format (A16B16G16R16F ?) where you need to find the correct palette colors.
(Maybe try another texture viewer than TextureFinder?)
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- Thu Jun 25, 2015 2:15 pm
- Forum: 3D/2D models
- Topic: Collapse: Devastated World Models?
- Replies: 1
- Views: 1253
- Thu Jun 25, 2015 1:24 pm
- Forum: 3D/2D models
- Topic: [HELP] Converting models from Bloody Roar 3
- Replies: 7
- Views: 2826
Re: [HELP] Converting models from Bloody Roar 3
ah, yeah, must have overlooked them. But they aren't too many and biggest face index seems to be 128 (0x7F+1). Another idea would be to start from 0x5E0B4 but its DWORD DWORD WORD index here. Very strange. Maybe pick up the smallest TTM you have and analyze its structure completely? (Will take some ...
- Thu Jun 25, 2015 10:38 am
- Forum: 3D/2D models
- Topic: [HELP] Converting models from Bloody Roar 3
- Replies: 7
- Views: 2826
Re: [HELP] Converting models from Bloody Roar 3
Much looks like a standard "PS2 tri-stripes" model file but without chunks separator. could you tell more about it? I've no time to check that out. Talking about this data? 05D360 00 00 00 00 02 00 02 00 03 00 04 00 FF FF 02 00 05D370 03 00 FF FF 66 66 66 3F CD CC CC 3D 00 00 00 00 ... 05...
- Thu Jun 25, 2015 10:07 am
- Forum: 3D/2D models
- Topic: Maya, Noesis & MH Tri Player Animations.
- Replies: 28
- Views: 7230
Re: Maya, Noesis & MH Tri Player Animations.
In one of my previous images I posted here it shows what the skeleton is doing. yep, I saw the pics. but as an MD5 I can at least see the skeleton but the problem remains that the joints are bunched up together talking about Noesis, too? The Red Line is the skeleton information. The dot represents ...
- Wed Jun 24, 2015 9:52 pm
- Forum: 3D/2D models
- Topic: Maya, Noesis & MH Tri Player Animations.
- Replies: 28
- Views: 7230
Re: Maya, Noesis & MH Tri Player Animations.
yeah, I know that. But as you can read from my "simultaneous" edit
in my previous post
I don't get the md5anim working in Noesis except moving white dots connected by red lines (not the bones I guess).
So what does
I don't get the md5anim working in Noesis except moving white dots connected by red lines (not the bones I guess).
So what does
exactly mean?as a MD5Anim which is loaded up just fine in Noesis
- Wed Jun 24, 2015 9:36 pm
- Forum: 3D/2D models
- Topic: Maya, Noesis & MH Tri Player Animations.
- Replies: 28
- Views: 7230
Re: Maya, Noesis & MH Tri Player Animations.
Wait a moment. So do you have the animations working outside of the BRRES viewer? nope - I moved the bones manually in blender's posing mode. The option in the BRRES Viewer that needs to be selected for the animations to play is "Play Rotations Only" well, ok, I'd to load the anim and the...
- Wed Jun 24, 2015 1:09 pm
- Forum: 3D/2D models
- Topic: Maya, Noesis & MH Tri Player Animations.
- Replies: 28
- Views: 7230
Re: Maya, Noesis & MH Tri Player Animations.
thx for uploading the brres files! npc001.brres and mot_plcom.brres first one is the skeleton with mesh, 2nd one the ani file, correct? Seems I can't follow some of your explanations from the OP: I then go to extract the animation from the BRRES viewer as a MD5Anim which is loaded up just fine in No...
- Wed Jun 24, 2015 8:22 am
- Forum: 3D/2D models
- Topic: Maya, Noesis & MH Tri Player Animations.
- Replies: 28
- Views: 7230
Re: Maya, Noesis & MH Tri Player Animations.
- .brres sample?
- what's the actual version of the BRRES Viewer? 1.2?
- what's the actual version of the BRRES Viewer? 1.2?
- Tue Jun 23, 2015 1:53 am
- Forum: 3D/2D models
- Topic: WWE 2k15 PC models - need help exporting face data
- Replies: 19
- Views: 7773
Re: WWE 2k15 PC models - need help importing weight data
usedID = ReadBElong f
is zero for the PC model, so Used_Bone_array is empty and no skin is built
is zero for the PC model, so Used_Bone_array is empty and no skin is built
- Mon Jun 22, 2015 12:03 pm
- Forum: 3D/2D models
- Topic: GPU PerfStudio
- Replies: 1
- Views: 898
Re: GPU PerfStudio
with GPU PerfStudio , i can export 2 files IndexBuffer.txt and VertexBuffer.txt Are you sure it can't export more than that? For example to export the model it shows in any 3D format? how convert the VertexBuffer file into an obj file ? Rather simple if you know File I/O in any programming language...
- Sun Jun 21, 2015 6:38 am
- Forum: 3D/2D models
- Topic: LittleBigPlanet 3 Background Scenery .smh
- Replies: 5
- Views: 1407
Re: LittleBigPlanet 3 Background Scenery .smh
env_caverns_out.JPG (first submesh only) Do a hex search for 000000010002 to find the start addresses of the face indices blocks. Here it's 94 submeshes. So it will be a little bit tedious to build the whole mesh if you don't have basic skills in "C" (to build a Make_H2O project) or maxsc...
- Tue Jun 16, 2015 2:03 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294215
Re: Extracting simple models
:D another question: how to find the start of the face indices list without "00 00 01 00 02", some files are not easy to recognise their start or end address, just like the one below, could you take a look please? Thanks (: nope, sry, I don't have the time to examine every single sample. ...
- Tue Jun 16, 2015 9:07 am
- Forum: 3D/2D models
- Topic: Lord of the Rings War in the North DAT files - request
- Replies: 4
- Views: 2332
Re: Lord of the Rings War in the North DAT files - request
I can see the mesh in the Mesh viewer. But I cannot export OBJ when choosing Save as mesh, are you trying to write to a folder which you don't have write access rights for? and I cannot find test.obj doesn't make sense to me. Seeing the mesh in the Mesh viewer means: test.obj must exist (in the sam...
- Mon Jun 15, 2015 9:46 am
- Forum: 3D/2D models
- Topic: Lord of the Rings War in the North DAT files - request
- Replies: 4
- Views: 2332
Re: Lord of the Rings War in the North DAT files - request
using hex2obj (view link in my sig):
At offset 8 and 16 of the FVF block there seem to be half float normals.
uvs not found so far. (You may try 8 for uv preview - could be uvs but guess: no.)
uvs not found so far. (You may try 8 for uv preview - could be uvs but guess: no.)
- Sun Jun 14, 2015 10:30 pm
- Forum: 3D/2D models
- Topic: Havok binary files
- Replies: 105
- Views: 37249
Re: Havok binary files
accidentally I managed to do it, but the created file is an hkt, not hkx: hk_2013.1.0-r1-hkt.JPG Also for some reason the skeleton is not visible in the standalone tool ( ToolStandAlone.exe ). This might be caused by the fact that I imported the BrawlerA smd from this thread into blender, exported a...
