ship.JPG
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Search found 4134 matches
- Fri Jun 05, 2015 12:15 pm
- Forum: 3D/2D models
- Topic: [Request] Wipeout HD/Fury
- Replies: 59
- Views: 19139
- Fri Jun 05, 2015 10:36 am
- Forum: 3D/2D models
- Topic: Need Help Viewing models from Akiba's Trip from Steam
- Replies: 7
- Views: 4300
Re: Need Help Viewing models from Akiba's Trip from Steam
welcome to the forum, Jarten. :) On a quick glance I found this: http://forum.xentax.com/viewtopic.php?f=10&t=10941&p=102489&hilit=%2Cpepd#p102489 but it's for PS3 and Akiba's Trip 2 Keep in mind: other than PC files (little endian) the ones from PS3 are big-endian. So even if the model ...
- Fri Jun 05, 2015 9:59 am
- Forum: 3D/2D models
- Topic: Witcher Wild Hunt (request)
- Replies: 22
- Views: 8286
Re: Witcher Wild Hunt (request)
I been right too. First block (0x3CC0 - 0x5b20) - UV coordinates. :D It remains to understand where the coordinates of the vertices in 3D space. great! :) Maybe tell us which face indices u used? Then it might be easier to get the vertices. These are the supposed face indices blocks: addr size........
- Thu Jun 04, 2015 9:42 pm
- Forum: 3D/2D models
- Topic: Witcher Wild Hunt (request)
- Replies: 22
- Views: 8286
Re: Witcher Wild Hunt (request)
this looks interesting (from the wireframe there seem to be parts of a sword):
- Thu Jun 04, 2015 6:55 pm
- Forum: 3D/2D models
- Topic: Witcher Wild Hunt (request)
- Replies: 22
- Views: 8286
Re: Witcher Wild Hunt (request)
why do you think so?erik945 wrote:Ok, thank you. Look like as correct UV coordinates.
This is some xbm:
just a wild guess: H2O file, point cloudThis is hex2obj?
Can you show config of the tools?
0x0 1
Vb0
0x8
0x3CC0 972
020200
0x8 255
- Thu Jun 04, 2015 1:39 pm
- Forum: 3D/2D models
- Topic: Witcher Wild Hunt (request)
- Replies: 22
- Views: 8286
Re: Witcher Wild Hunt (request)
looks like another tedious task
this is a point cloud I got: (From the face indices I guess there might be 6 submeshes, but not sure about that.)
this is a point cloud I got: (From the face indices I guess there might be 6 submeshes, but not sure about that.)
- Thu Jun 04, 2015 7:46 am
- Forum: 3D/2D models
- Topic: Havok binary files
- Replies: 105
- Views: 37249
Re: Havok binary files
Do you have a skeleton?dibe91 wrote:it is possible to have animations of Dark Souls?
Makes no sense to ask for animations if you don't have a skeleton, imho: (version: hk_2010.2.0-r1)
- Tue Jun 02, 2015 7:49 am
- Forum: 3D/2D models
- Topic: bones and facefx question
- Replies: 7
- Views: 2578
Re: bones and facefx question
Hi, first of all: never use 42 columns for displaying hex values. Never. Use 16 (or 32) columns. This is what makes sense on 32/64 bit systems. 2ndly: what's the sense of your nick? Converted it from float to hex, still no sense. :D Didn't read your wall of text fully, sry. How you come to the assum...
- Mon Jun 01, 2015 8:27 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294215
Re: Extracting simple models
I have no idea. I've zipped the logged values that should be normals and uvs but seems they're not. For normals the second column contains values greater 1.0. And for the last two columns they don't seem to be uvs even when ignoring that most of the floats are negative the last column doesn't contai...
- Sun May 31, 2015 3:09 pm
- Forum: 3D/2D models
- Topic: Adrenaline Racing Hypercars
- Replies: 4
- Views: 3849
Re: Adrenaline Racing Hypercars
but how to extract archive? WinRar and 7zip returns me error message. That's why I uploaded them. maybe tell people about it next time? :roll: (Most of them will just think you uploaded a corrupt archive. So did I.) Anyway, use offzip . There are some explanations in the forum on how to use it. btw...
- Sun May 31, 2015 7:43 am
- Forum: 3D/2D models
- Topic: Adrenaline Racing Hypercars
- Replies: 4
- Views: 3849
Re: Adrenaline Racing Hypercars
renamed xml to dae (collada) and imported with blender 2.72:
- Sat May 30, 2015 9:20 pm
- Forum: 3D/2D models
- Topic: Havok binary files
- Replies: 105
- Views: 37249
Re: Havok binary files
Hmm, so hkxcmd is a bust no matter what? it's ok for 2010-hkx but not worth for me to adapt it for 2013-hkx files. There are too many changes in the code from 2010's to 2013's SDK. And I already search for the animation headers, so yeah it's pretty easy to write them all to a separate log file. But...
- Sat May 30, 2015 2:30 pm
- Forum: 3D/2D models
- Topic: Havok binary files
- Replies: 105
- Views: 37249
Re: Havok binary files
yeah, animated skeletons:
(looking later whether they're compressed)
- Sat May 30, 2015 9:46 am
- Forum: 3D/2D models
- Topic: Havok binary files
- Replies: 105
- Views: 37249
Re: Havok binary files
I've already compared the differences between the 2010 and 2013 files, they are almost exactly the same except for some extra data at the top of the 2013 ones. I tried to load your uploaded BrawlerA.hkx (with the first 0xDE bytes cut) into Havok ToolStandAlone (2013) and this is the error message i...
- Sat May 30, 2015 7:29 am
- Forum: 3D/2D models
- Topic: Havok binary files
- Replies: 105
- Views: 37249
Re: Havok binary files
Also, is nobody going to look at the smoking gun I posted ? I did, especially at If that's not the key then I'll eat my hat. and I didn't want to tell you: "sorry for your hat, mate" :D because what you have is a log, nothing more and nothing less. The key would be, imho, to have hkxcmd r...
