Search found 4134 matches

by shakotay2
Sun Jun 14, 2015 3:50 pm
Forum: Tutorials
Topic: Extracting simple models
Replies: 493
Views: 294215

Re: Extracting simple models

lovemarin wrote: and still got stuck with UV information, let me have a rest first
(uv's preview with v0.24b only):
001244_neo_uvs.JPG
0x19434 = 0x168FC + 2x 12x461 (dec.)
(skipping verts and normals to get uvs starting address)
by shakotay2
Sun Jun 14, 2015 12:40 pm
Forum: 3D/2D models
Topic: Havok binary files
Replies: 105
Views: 37249

Re: Havok binary files

I am assuming you can compile and run the havok sdk demo Also assuming BrawlerA.hkx is the name of your skeleton file? yep. But it's very likely that it's not a matter of using the SDK but a matter of how hkx format was modified by SleepingDogs devs. BrawlerA.hkx can not be loaded, as simple as tha...
by shakotay2
Sun Jun 14, 2015 12:31 pm
Forum: Tutorials
Topic: Extracting simple models
Replies: 493
Views: 294215

Re: Extracting simple models

offzip.zip
by shakotay2
Sat Jun 13, 2015 11:14 pm
Forum: Tutorials
Topic: Extracting simple models
Replies: 493
Views: 294215

Re: Extracting simple models

The problem is the test.obj always turns out to be messed up it's a matter of the correct params I guess: 002144_neo.JPG any effective methods of extracting are appreciated. hex2obj is a helper tool only for a first quick analysis. To be effective you'll need experience or knowledge in maxscript or...
by shakotay2
Fri Jun 12, 2015 8:26 pm
Forum: Game Archive
Topic: Fast and the Furious 6:The Game .43 model format.
Replies: 42
Views: 27842

Re: Fast and the Furious 6:The Game .43 model format.

using hex2obj (view link in my sig):
TorsoMesh.JPG
(unsure about uv pos)
by shakotay2
Fri Jun 12, 2015 12:09 am
Forum: 3D/2D models
Topic: Dirty Bomb Game Model Help
Replies: 4
Views: 3371

Re: Dirty Bomb Game Model Help

using hex2obj (view link in my sig):
Gen_Truck_01-StaticMesh.JPG
by shakotay2
Thu Jun 11, 2015 11:26 pm
Forum: Game Archive
Topic: Hellboy: Asylum Seeker (.pak)
Replies: 40
Views: 10231

Re: Hellboy: Asylum Seeker (.pak)

thx. Next would be to find the beginning of a file. Since daemon1 said "nothing is compressed" it should not be too hard but you need to be familiar with file types, of course. You know how to identify graphic files from their signature? If no, try to find a text file. Often script files l...
by shakotay2
Thu Jun 11, 2015 9:16 am
Forum: Graphic file formats
Topic: Unknown texture file
Replies: 2
Views: 1186

Re: Unknown texture file .ptx

try texturefinder for the ptx:
future_gravestone.JPG
by shakotay2
Wed Jun 10, 2015 9:46 pm
Forum: Game Archive
Topic: Hellboy: Asylum Seeker (.pak)
Replies: 40
Views: 10231

Re: Hellboy: Asylum Seeker (.pak)

Guess noone. (It's called "The WORST Playstation Game Ever Made", isn't it? :D ) Anyway, you'll have to spend more efforts, for example upload a screenshot of the first 1024 bytes of the pak. And a shoot of the region where the filenames to start. The filenames and the offsets are required...
by shakotay2
Wed Jun 10, 2015 8:13 am
Forum: 3D/2D models
Topic: Havok binary files
Replies: 105
Views: 37249

Re: Havok binary files

So then try to read the attached file (from the opening post with data before 57 E0 E0 57 cut) and you'll be an alltime hero. :D Its endian signature at 0x11: 01 says: I'm a little endian file. Nethertheless I could not load it using the havok sdk. (Debugging is very time consuming - you need to go ...
by shakotay2
Tue Jun 09, 2015 9:28 pm
Forum: Graphic file formats
Topic: Darkest Dungeon .Skel file
Replies: 3
Views: 1846

Re: Darkest Dungeon .Skel file

3D/2D models
by shakotay2
Tue Jun 09, 2015 2:34 pm
Forum: Graphic file formats
Topic: Darkest Dungeon .Skel file
Replies: 3
Views: 1846

Re: Darkest Dungeon .Skel file

(wrong subforum) guess you'll have to sort the bones (and explain why left_pinky is contained 4 times in hellion.sprite.idle.skel and right_pinky not even once) before someone will go for the matrices 0xDF nodes 0 "left_foot" 1 "right_foot" 2 "chest" 3 "left_belt_f...
by shakotay2
Mon Jun 08, 2015 9:45 pm
Forum: 3D/2D models
Topic: Mortal Kombat: Armageddon (.ssf)
Replies: 5
Views: 3931

Re: Mortal Kombat: Armageddon (.ssf)

I suggest to press the 'tut' button of hex2obj, read the tutorial, understand the example.
by shakotay2
Mon Jun 08, 2015 9:10 pm
Forum: 3D/2D models
Topic: Mortal Kombat: Armageddon (.ssf)
Replies: 5
Views: 3931

Re: Mortal Kombat: Armageddon (.ssf)

pechenko121 wrote:can i at least load models from archives in binding pose using MeshExtractor?
From the pic in the above post I don't see a reason why not. (But I didn't check for uvs, weights, bones and so on.)
by shakotay2
Mon Jun 08, 2015 8:22 pm
Forum: 3D/2D models
Topic: Mortal Kombat: Armageddon (.ssf)
Replies: 5
Views: 3931

Re: Mortal Kombat: Armageddon (.ssf)

you may read here: http://wiki.xentax.com/index.php/Mortal_Kombat_Deceptions_SSF endian order is: big 13 files, archive size: 0x425000: 4345856 B. file type offset lenght 00 00 00 01 00 00 08 00 00 0F 43 00 7C 80 1A 4F 00 00 00 01 00 0F 50 00 00 0F 43 00 7C 80 1A 4F 00 00 00 01 00 1E 98 00 00 06 26 ...