Search found 4134 matches

by shakotay2
Tue May 19, 2015 6:03 am
Forum: 3D/2D models
Topic: Havok binary files
Replies: 105
Views: 37249

Re: Havok binary files

SergeantJoe wrote:, and it just converts hkx files to SMD.
[..]
But still, that's good. Now we know it's at least possible to convert hkx files to a useable format.
That's known since ages.
What we don't know is how to uncompress hkaSplineCompressedAnimations.
by shakotay2
Mon May 18, 2015 6:15 pm
Forum: 3D/2D models
Topic: Seven Knights Android (.nxm)
Replies: 41
Views: 11456

Re: Seven Knights Android (.nxm)

Due to a user's request I've checked another model (c_0216): c_0216.JPG You'll have to find the correct border between submeshes for yourself. (remember that hex2obj creates submeshes every 500 faces. But the real borders are different, maybe stored in the format.) It's not too hard for this model. ...
by shakotay2
Mon May 18, 2015 10:58 am
Forum: Graphic file formats
Topic: Wolfenstein The Old Blood bimage convert
Replies: 19
Views: 6581

Re: Wolfenstein The Old Blood bimage convert

give it a header such like this:
X8B8G8R8.JPG
Something is wrong, so it won't load normally. You'll have to use a tool like DXTBmp for example.
Or correct the header.
by shakotay2
Mon May 18, 2015 10:16 am
Forum: 3D/2D models
Topic: Havok binary files
Replies: 105
Views: 37249

Re: Havok binary files

SergeantJoe wrote:There is already a Blender importer, but it only works for the 2012 version.
speaking of which?
Does it support hkaSplineCompressedAnimation?
by shakotay2
Sun May 17, 2015 5:07 pm
Forum: Graphic file formats
Topic: Wolfenstein The Old Blood bimage convert
Replies: 19
Views: 6581

Re: Wolfenstein The Old Blood bimage convert

Arial_black_64df-bimage.JPG
by shakotay2
Sun May 17, 2015 4:32 pm
Forum: 3D/2D models
Topic: Shining Resonance .MLX
Replies: 70
Views: 29094

Re: Shining Resonance .MLX

q22853470 wrote:I have the same problem.
Who can solve this problem? Thanks.
Have you tried Make_H2O.exe from the post as of Apr 20, 2015 8:50 pm ?
by shakotay2
Sat May 16, 2015 2:17 pm
Forum: 3D/2D models
Topic: [Request]Ratchet & Clank: into the Nexus
Replies: 56
Views: 16559

Re: [Request]Ratchet & Clank: into the Nexus

It seems that the UVs are Half Float but the Mesh is Short All. Aaaaaaaaargh, yeah, I always forget about that. Any way to do this with hex2obj? save the mesh in two ways, first as ShortAll then as HF_UV (or HF_all). In the first obj do a replacement of 'vt' by '#vt'. In the (HF_UV) obj do a replac...
by shakotay2
Sat May 16, 2015 9:22 am
Forum: Game Archive
Topic: MGD Format (Activision)
Replies: 8
Views: 2445

Re: MGD Format (Activision)

[..] each of the files should have pieces that can be used to construct the full LA City... the only issue for me is that I don't know how to access the files and extract the information. which is why I came here :) This will require some fiddeling. I showed you what I could find in a 5 minutes job...
by shakotay2
Sat May 16, 2015 9:02 am
Forum: 3D/2D models
Topic: [Request]Ratchet & Clank: into the Nexus
Replies: 56
Views: 16559

Re: [Request]Ratchet & Clank: into the Nexus

ok, then you'd to do it manually by dividing the texture up into a lower and an upper part for example and treat them seperately:
QfB_Armor_.JPG
Guess this would be easier if you found submeshes (not the ones created automatically every 500 faces by hex2obj).
by shakotay2
Sat May 16, 2015 5:37 am
Forum: 3D/2D models
Topic: [Request]Ratchet & Clank: into the Nexus
Replies: 56
Views: 16559

Re: [Request]Ratchet & Clank: into the Nexus

(btw: you really should update to the latest version of hex2obj ) Would there be any way to get the models and fix these errors or would I just have to manually fix them? Don't think it's an error. It's just a matter of scaling. You can do that using a python script (blender 2.69 or higher). For the...
by shakotay2
Sat May 16, 2015 3:51 am
Forum: Game Archive
Topic: MGD Format (Activision)
Replies: 8
Views: 2445

Re: MGD Format (Activision)

ss4gogeta0 wrote:
shakotay2 wrote:test.mgd looks like a huge map file:
test_mgd.JPG
hmm... any way to access it? like, load it into 3DS Max?
what do you want to achieve?
You can display the maps as point clouds using hex2obj.
Afaik the 3DSmax obj exporter doesn't like obj files without face indices.
by shakotay2
Thu May 14, 2015 6:04 pm
Forum: Game Archive
Topic: MGD Format (Activision)
Replies: 8
Views: 2445

Re: MGD Format (Activision)

test.mgd looks like a huge map file:
test_mgd.JPG
by shakotay2
Wed May 13, 2015 1:37 pm
Forum: Game Archive
Topic: The Witcher 3 Wild Hunt (*.cache*.bundle)
Replies: 54
Views: 30371

Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

I am yet to determine how length of data2 is calculated (based on the variable list maybe?) this "data2" block seems to contain a bunch of string table indices which are used to define/group variables/datatypes maybe like this: width Uint32 (textureGroup?) height Uint32 (textureGroup?) TC...
by shakotay2
Wed May 13, 2015 8:51 am
Forum: 3D/2D models
Topic: Ride (by Milestone) .BIN format
Replies: 35
Views: 16361

Re: Ride (by Milestone) .BIN format

[..] but do you plan any way to let us import whatever bike we need? Like a small tutorial to get the H20s files by looking in the .bin. that would require a deeper (time consuming) understanding of the file format (other than the more or less blind scan that I invoked). Maybe I'll give it another ...
by shakotay2
Wed May 13, 2015 7:25 am
Forum: Game Archive
Topic: The Witcher 3 Wild Hunt (*.cache*.bundle)
Replies: 54
Views: 30371

Re: The Witcher 3 Wild Hunt (*.cache*.bundle)

Lord Vaako wrote:Could you share your script/solution/more details shakotay2?
Thanks in advance :-)
My solution is a modified DDSWithoutD3DX11.exe (D3D SDK) but it can't add headers atm (button Sxxx without function) so it won't help you.

Here's a modified xbm file from the blob.bundle:
cave_entrance_proxy_d.zip