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- Thu Apr 16, 2015 4:29 pm
- Forum: 3D/2D models
- Topic: Shining Resonance .MLX
- Replies: 70
- Views: 29094
Re: Shining Resonance .MLX
http://www11.pic-upload.de/thumb/16.04.15/9sh87puq5rfj.jpg Part3: How to create and import the obj files ------- start Make_H2O.exe and load *.MLX. H2O files should be created (some with errors). In hex2obj_0.23 b load the model *.MLX then choose File "SaveAs M mesh" (multi mesh) to creat...
- Thu Apr 16, 2015 10:13 am
- Forum: 3D/2D models
- Topic: Shining Resonance .MLX
- Replies: 70
- Views: 29094
Re: Shining Resonance .MLX
thx guys! :) Will use these samples asap. edit: there's some caveats with the mesh_infotable (absolute counts vertex/faceIndices at column 4 and 5, col. 3: relative FI count) x x 2612 0 0 0 63040 0 x x 3213 1410 2612 0 63064 0 x x 1661 2963 5825 1553 63112 0 x x 494 3753 7486 2343 63148 0 ex. submes...
- Wed Apr 15, 2015 10:46 am
- Forum: 3D/2D models
- Topic: Shining Resonance .MLX
- Replies: 70
- Views: 29094
Re: Shining Resonance .MLX
I would need another mlx sample to do that.wordhg wrote:Look forward to your updates
- Wed Apr 15, 2015 8:15 am
- Forum: 3D/2D models
- Topic: [Request] 3D Fitness Model
- Replies: 4
- Views: 1696
Re: [Request] 3D Fitness Model
Looks similar to DragonBall format.
- Tue Apr 14, 2015 2:10 pm
- Forum: 3D/2D models
- Topic: Request : Alan Wake .binmsh
- Replies: 5
- Views: 2571
Re: Request : Alan Wake .binmsh
impressive work, as always! Anyway here I've enabled the flag for you, having fun FIXING bones: surely had. I manually created an array containing the parent ids (face bones unresolved): BPar_ID = #(-1, 1, 2, 3, 4, 5, 6, 7, 8, -1,-1,-1, 3, 13, 14, 15, 16, 17, -1, 2, 20, 21, 22, --23 20, 24, 25, 9, 2...
- Sun Apr 12, 2015 11:50 am
- Forum: 3D/2D models
- Topic: [Request] Ratchet & Clank HD collection models
- Replies: 71
- Views: 23982
Re: [Request] Ratchet & Clank HD collection models
0xEC590 80088 Vb1 28 99 0x9B90 23206 120000 0xBF060 8 (It's not a script it's just a parameter file.) I changed the uv's start address to 0xBF0 60 since the uvs seem to be fit better then. But they look funny no matter how I split up into submeshes: enigne_ps3_uvs.JPG (mesh is in engine.ps3 , 13,493...
- Fri Apr 10, 2015 11:51 pm
- Forum: Tutorials
- Topic: [crash course] How to get multiple submeshes using Make_H2O
- Replies: 8
- Views: 9540
Re: [crash course] How to get multiple submeshes using Make_
CaptainAmerica mesh file, 2nd try Examining submesh headers is really more effective than doing a "blind search" :D captnAmerica-0102_mesh.JPG For those who may have missed the code for CaptainAmerica's mesh (didn't check other mesh files): (now included in zip of opening post) DWORD dataA...
- Thu Apr 09, 2015 9:22 am
- Forum: Tutorials
- Topic: [crash course] How to get multiple submeshes using Make_H2O
- Replies: 8
- Views: 9540
Re: [crash course] How to get multiple submeshes using Make_
This mdl format uses different types: Header_Mesh_193.JPG Will have to investigate further. For models with a headersize of 144 there's additional code required. In other words: models with "MEDG" in their submesh headers don't work . (Really hope "MEDG" doesn't mean "edge&q...
- Thu Apr 09, 2015 12:28 am
- Forum: Tutorials
- Topic: [crash course] How to get multiple submeshes using Make_H2O
- Replies: 8
- Views: 9540
Re: [crash course] How to get multiple submeshes using Make_
Part3: How to create and import the obj files ------- start Make_H2O.exe in \Make_H2O\bin\Release and load Mesh_1807.mdl. 5 H2O files should be created. In hex2obj_0.23b load the model fileMesh_1807.mdl then choose File "SaveAs Mmesh" to create obj files from all contained submeshes. After...
- Thu Apr 09, 2015 12:25 am
- Forum: Tutorials
- Topic: [crash course] How to get multiple submeshes using Make_H2O
- Replies: 8
- Views: 9540
[crash course] How to get multiple submeshes using Make_H2O
As you may know it's a little bit tedious to use hex2obj on models with more than 3 or 4 submeshes. So after you got the format parameters for the first submesh you very likely would code some maxscript to get the whole model. If you don't own 3dsmax but know "C" here's another way to get ...
- Wed Apr 08, 2015 1:52 pm
- Forum: Tutorials
- Topic: Parse model through disassembling or decompilation?
- Replies: 1
- Views: 1748
Re: Parse model through disassembling or decompilation?
Track the program,and see how it read data,maybe I can figure out how bones data work? Using a debugger nearly everything is possible. But it might take much, much more time than just 2 hours. :D Years ago I debugged games to find/enable hidden developer's consoles which was not easy but seems to m...
- Wed Apr 08, 2015 4:03 am
- Forum: 3D/2D models
- Topic: Hyperidmension Neptunia rebirth 1 ism2
- Replies: 53
- Views: 26554
Re: Hyperidmension Neptunia rebirth 1 ism2
the most i have got is the mesh using hex2obj but no uv The normals are three half floats at the vertex block position 12 (= offset of 12 bytes to 0x99E0). Visualized as a sphere, see below. The uvs (half floats) follow at pos 18 and (yeah, just a developer's joke?) 26 . (From pos 20 there are thre...
- Tue Apr 07, 2015 1:02 pm
- Forum: Game Archive
- Topic: [PS3] Captain America: Super Soldier .DATA
- Replies: 16
- Views: 9546
Re: [PS3] Captain America: Super Soldier .DATA
someone would have to check these blocks in captainamerica.mesh : Offset 0 1 2 3 4 5 6 7 8 9 A B C D E F 062670 >00 01 02 00 6D 16 11 3F 01 A7 00 00 0C E0 3F D4 062680 BA 0D 2E 49 39 2C BC 00 39 A2 3B 9C 39 A2 3B 9C 062690 39 A2 3B 9C C3 0A CB 4D >00 01 02 00 72 D1 0B DE 0626A0 01 4E 00 00 0C E0 3F...
- Tue Apr 07, 2015 6:43 am
- Forum: 3D/2D models
- Topic: Noesis script for Guild Wars 2 broken in current Noesis buil
- Replies: 10
- Views: 3706
Re: Noesis script for Guild Wars 2 broken in current Noesis
The script is from here: https://code.google.com/p/noesis-plugins-official/source/browse/trunk/demonsangel/Guild+Wars+2?spec=svn3&r=3 The files are in the correct place, script written by DemonsAngel. with this change some pf can be loaded: if Format.uv16Mask != -1: rapi.rpgBindUV1BufferOfs(ver...
- Sun Apr 05, 2015 3:44 pm
- Forum: Game Archive
- Topic: Request Shining Resonance extract or view .MLX format
- Replies: 5
- Views: 2764
Re: Request Shining Resonance extract or view .MLX format
I'm pretty sure it does - on a forum member's harddrive.
Here's an obj file where the submeshes were created using hex2obj (a really tedious task, will try to improve it): (cut her finger, sry, some SMes had to be scaled up manually)
Here's an obj file where the submeshes were created using hex2obj (a really tedious task, will try to improve it): (cut her finger, sry, some SMes had to be scaled up manually)
