Search found 4134 matches

by shakotay2
Wed May 06, 2015 11:35 am
Forum: Game Archive
Topic: Elite Dangerous
Replies: 27
Views: 13982

Re: Elite Dangerous

More digging this morning. It looks like there are multiple face indices, then a block of vertices. searching for 0000 0100 0200 gives many finds, then to decide which are the correct face indices blocks' startaddresses. (That's what you do I hope.) Hex2Obj seems to do the job just fine once it get...
by shakotay2
Wed May 06, 2015 5:37 am
Forum: 3D/2D models
Topic: The Simpsons Game .HSKN
Replies: 7
Views: 3026

Re: The Simpsons Game .HSKN

16-bit-crate.JPG
by shakotay2
Tue May 05, 2015 8:43 pm
Forum: Game Archive
Topic: Elite Dangerous
Replies: 27
Views: 13982

Re: Elite Dangerous

Vulture-I0-00000000.dat, first submesh:
vulture_dat.JPG
by shakotay2
Tue May 05, 2015 1:03 pm
Forum: Graphic file formats
Topic: The Mission 1937: SPR1 files
Replies: 3
Views: 1357

Re: The Mission 1937: SPR1 files

Afaik there's RLE-8 for 8-bit bitmaps, for 16 bit uncompressed bitfields are used. Anyway you could add a header (size: 0x8A bytes) such like this: Offset 0 1 2 3 4 5 6 7 8 9 A B C D E F 00000 42 4D 0A 39 01 00 00 00 00 00 8A 00 00 00 7C 00 BM.9......Š...|. 00010 00 00 C8 00 00 00 C8 00 00 00 01 00 ...
by shakotay2
Tue May 05, 2015 8:03 am
Forum: Game Archive
Topic: Midnight Club 3 PCK Files
Replies: 7
Views: 2783

Re: Midnight Club 3 PCK Files

ss4gogeta0 wrote:Me thinks that maybe it is where the model for the city is... and if not then maybe its textures...
the great "maybe"...
I would suggest to start with smaller files.

You could use TextureFinder to decide what might be texture and what could be other data:
tokyo_midnight.JPG
by shakotay2
Mon May 04, 2015 10:56 pm
Forum: Game Archive
Topic: Elite Dangerous
Replies: 27
Views: 13982

Re: Elite Dangerous

eriger777 wrote:Any more updates on this?
I'm not working on these models.
Why don't you try it out for yourself?
It's pretty simple:
vulture_SM_3.JPG
by shakotay2
Sun May 03, 2015 5:52 pm
Forum: 3D/2D models
Topic: Looney Tunes ACME Arsenal .NIF
Replies: 7
Views: 1644

Re: Looney Tunes ACME Arsenal .NIF

Bugs_Fake.JPG
(but I'm not sure about the bones...)
by shakotay2
Sun May 03, 2015 5:13 pm
Forum: 3D/2D models
Topic: Looney Tunes ACME Arsenal .NIF
Replies: 7
Views: 1644

Re: Looney Tunes ACME Arsenal .NIF

yep
by shakotay2
Sun May 03, 2015 4:04 pm
Forum: 3D/2D models
Topic: Looney Tunes ACME Arsenal .NIF
Replies: 7
Views: 1644

Re: Looney Tunes ACME Arsenal .NIF

I mean, I was wondering if it was possible to get these with bones, as the Noesis script is able to do with other models. yeah, seems it is: BugsInNifscope.JPG But I'm too busy to investigate on more. Also, can I see the hex2obj settings you used on that model? time to find out that for yourself, i...
by shakotay2
Sun May 03, 2015 12:27 pm
Forum: 3D/2D models
Topic: $40 for Help Exporting Stadiums from a ps2 game
Replies: 31
Views: 8592

Re: Please Help Exporting Stadiums

do you think C is the best for a person as stupid as me to try to learn first? First of all: change your attitude. :) You're NOT stupid. "C" is feared by some people because of its use of pointers. They prefer C# (C sharp) or java. You could check for QBasic (QB64 for newer windows versio...
by shakotay2
Sun May 03, 2015 3:33 am
Forum: 3D/2D models
Topic: Looney Tunes ACME Arsenal .NIF
Replies: 7
Views: 1644

Re: Looney Tunes ACME Arsenal .NIF

hex2obj (combined with your brain) does:
Bugs.JPG
by shakotay2
Sat May 02, 2015 12:58 pm
Forum: Game Archive
Topic: RAGE .RESOURCES files
Replies: 59
Views: 31374

Re: RAGE .RESOURCES files

Seems strange to me that there's only .bimage files extracted but I don't know about DLC resource files.

For gameresources_sp_01.patch dialogues to be found here:
strings\*.lang

or maybe here: generated\swf\dialog.bswf
by shakotay2
Sat May 02, 2015 8:46 am
Forum: 3D/2D models
Topic: $40 for Help Exporting Stadiums from a ps2 game
Replies: 31
Views: 8592

Re: Please Help Exporting Stadiums

what do you mean include it into the project you mean the stadium files? I meant to include the shown "C" code which allows to print out some pixels which don't appear to be a stadium. if so yes please perhaps during that phase you will find something new to fix it I would do if you knew ...
by shakotay2
Sat May 02, 2015 7:52 am
Forum: 3D/2D models
Topic: $40 for Help Exporting Stadiums from a ps2 game
Replies: 31
Views: 8592

Re: Please Help Exporting Stadiums

WOW thats really great well, it's not better than before: Yamaha_notBetterThanBefore.JPG can you please share what you use to transfer the complete stadium (as you can see above it doesn't look like a stadium) I used plain "c" such like this: for (l=0;l<88;l++) { // fprintf( stream, "...
by shakotay2
Fri May 01, 2015 5:24 pm
Forum: 3D/2D models
Topic: Ride (by Milestone) .BIN format
Replies: 35
Views: 16361

Re: Ride (by Milestone) .BIN format

good news: for some unknown reason :D it imports the accessories at the correct positions. Wouldn't have expected this. Great. A new version of hex2obj was required to handle absolute/relative face indices. Maybe I can upload it together with a set of H2O files for the accessories next week (for one...