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by shakotay2
Sat Sep 01, 2012 12:16 pm
Forum: 3D/2D models
Topic: dino and aliens msh files
Replies: 25
Views: 4110

Re: dino and aliens msh files

There is only one way to prove this: you'll have to change some bytes (the 0x80 for example) and look whether the rotation of the corresponding fruits slows down or accelerates. (I would be surprised - but you know: "you never know..." :D ) And you'll have to repack the *.msh to a *.dat file again, ...
by shakotay2
Sat Sep 01, 2012 11:41 am
Forum: 3D/2D models
Topic: dino and aliens msh files
Replies: 25
Views: 4110

Re: dino and aliens msh files

The structure of ananas.msh looks like this: # 120 vertices # 1. 0x25: v 0.353530 0.739885 2.152248 v 0.641311 0.889165 3.350888 v 1.046994 0.941949 4.351346 ... v -1.456776 0.804483 -3.482513 v -0.897434 1.574350 -3.482513 v 0.007599 1.868413 -3.482513 v 0.007599 0.328678 -3.888980 # 591 face Indic...
by shakotay2
Sat Sep 01, 2012 9:39 am
Forum: 3D/2D models
Topic: dino and aliens msh files
Replies: 25
Views: 4110

Re: dino and aliens msh files

Bogus wrote:whether this possible that at the beginning msh files is bone?
I don't think so;
could you please give an example?

You can find strings like "Bip01", "Spine", "L ForeArm", "R Foot" etc. in the *.skl files.
by shakotay2
Thu Aug 30, 2012 9:33 am
Forum: 3D/2D models
Topic: dino and aliens msh files
Replies: 25
Views: 4110

Re: dino and aliens msh files

1) did you integrate some debugging lines into your script like recommended by finale00? 2) I'm not very familiar with python script but I made some changes to your script (including some "print" commands for a debug output to the blender console). Tested box.msh: 4 of the 6 textured sides of the cu...
by shakotay2
Mon Aug 27, 2012 10:57 am
Forum: 3D/2D models
Topic: dino and aliens msh files
Replies: 25
Views: 4110

Re: dino and aliens msh files

Karpati already gave the answer, didn't he? Thx to Karpati. :) There are 36 (12*3) tex coords lines with 2 floats each. So the box faces look like this: f 3/1 1/2 4/3 f 2/4 4/5 1/6 f 6/7 5/8 8/9 f 7/10 8/11 5/12 f 2/13 1/14 6/15 f 5/16 6/17 1/18 f 4/19 2/20 8/21 f 6/22 8/23 2/24 f 3/25 4/26 7/27 f 8...
by shakotay2
Sun Aug 26, 2012 12:13 pm
Forum: 3D/2D models
Topic: dino and aliens msh files
Replies: 25
Views: 4110

Re: dino and aliens msh files

has anyone some idea, what they mean the next values? i do not know how to read next values in which file; .msh or .anm? I had a look at teleport_base.msh ; it contains 210 faces (triangles). Although the UV is looking like a horse-shoe you should find the first texture set at # 0xfa9 vt 0.979252 0...
by shakotay2
Wed Aug 08, 2012 10:18 am
Forum: Tutorials
Topic: Animation researching
Replies: 4
Views: 3624

Re: Animation researching

Is there a way, you could give us some hints on how to find some animation-data in files? I'm not asking for a complete tutorial, a few notes were enough (better than nothing). There is no 'easy way'. What is your background? Do you know the basics (matrices, keyframes etc.?) This is an excerpt fro...
by shakotay2
Wed Jun 13, 2012 9:10 pm
Forum: Tutorials
Topic: Reversing a compression algorithm
Replies: 3
Views: 2523

Re: Reversing a compression algorithm

I'm using ollydbg. Is that what most people use? I don't know but imho it's one of the best "free" debuggers (maybe the best). Another choice could be IDA but that's not for free. (This is what most professionals use I think.) (Sometimes I'm using Cheat engine which has a useful memory BP feature b...
by shakotay2
Wed Jun 13, 2012 8:03 am
Forum: Tutorials
Topic: Reversing a compression algorithm
Replies: 3
Views: 2523

Re: Reversing a compression algorithm

...and figuring out where it's decompressing an archive? Provided that it is possible to load (and start) the exe via debugger you could try to find the data to be decompressed in RAM and set a memory breakpoint on it. After pressing "run" in the debugger the breakpoint should be hit and the addres...
by shakotay2
Tue Apr 24, 2012 12:31 am
Forum: Tutorials
Topic: Divinity 2, Ego Draconis, modding tutorial
Replies: 4
Views: 6132

Re: Divinity 2, Ego Draconis, modding tutorial

place holder 2
by shakotay2
Tue Apr 24, 2012 12:30 am
Forum: Tutorials
Topic: Divinity 2, Ego Draconis, modding tutorial
Replies: 4
Views: 6132

Re: Divinity 2, Ego Draconis, modding tutorial

new results to come: it is possible to insert objects into the game. First approach was to move a bed, a table. The collision shapes did rest on their old position. I was too lazy to investigate on this and focussed on chests: http://www10.pic-upload.de/thumb/16.05.12/4sjuh6nidqge.jpg The next step ...
by shakotay2
Tue Apr 24, 2012 12:29 am
Forum: Tutorials
Topic: Divinity 2, Ego Draconis, modding tutorial
Replies: 4
Views: 6132

Re: Divinity 2, Ego Draconis, modding tutorial - models

models For extracting the models you can use Nifscope 1.0.22 or blender with Niftools. I started using NifScope on buildings and exported them as (wavefront) obj. Since nif is a very complex format there were some minor problems so blender refused to load the obj. ( import_obj.py by Campbell Barton...
by shakotay2
Tue Apr 24, 2012 12:26 am
Forum: Tutorials
Topic: Divinity 2, Ego Draconis, modding tutorial
Replies: 4
Views: 6132

Divinity 2, Ego Draconis, modding tutorial

This short tutorial is intended to give a startup for modding Divinity 2, Ego Draconis. I'll try to explain as simple as possible but it's not aimed at modding beginners. I will not upload any copyrighted assets (models and so on) and you are severely asked not to do so, too. Only use this tut for y...