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Search found 4134 matches
- Sun Apr 05, 2015 3:32 pm
- Forum: 3D/2D models
- Topic: Shining Resonance .MLX
- Replies: 70
- Views: 29094
Re: Shining Resonance .MLX
I'm thinking about a hex2obj version which can handle multiple submeshes better:
The obj file to be found in the Game Archive forum.
- Sun Apr 05, 2015 7:32 am
- Forum: 3D/2D models
- Topic: Spider-Man FoE .DATA
- Replies: 3
- Views: 1517
Re: Spider-Man FoE .DATA
(face indices count not exact)
- Fri Apr 03, 2015 3:35 pm
- Forum: 3D/2D models
- Topic: Nintendo 3DS - BCMDL-File Format
- Replies: 17
- Views: 7567
Re: Nintendo 3DS - BCMDL-File Format
well, that was too obvious to be seen by me, hahaha.. :D But comparing these two bcmdl files is not as easy as I thought. For example "DICT" is contained 10 times in b_718.bcmdl versa 4 times in the exported bcmdl/bcres. If I had more time I would try to add a bcmdl format logger to the Ev...
- Fri Apr 03, 2015 2:07 pm
- Forum: 3D/2D models
- Topic: Nintendo 3DS - BCMDL-File Format
- Replies: 17
- Views: 7567
Re: Nintendo 3DS - BCMDL-File Format
what I meant was a recreated bcmdl file, not the obj.
What I can create is a bcres file but it's only half the size of the original bcmdl.
So that won't help, I guess.
(For some strange reason I can't save the original bcmdl as bcres.)
What I can create is a bcres file but it's only half the size of the original bcmdl.
So that won't help, I guess.
(For some strange reason I can't save the original bcmdl as bcres.)
- Fri Apr 03, 2015 1:54 pm
- Forum: 3D/2D models
- Topic: Nintendo 3DS - BCMDL-File Format
- Replies: 17
- Views: 7567
Re: Nintendo 3DS - BCMDL-File Format
Sorry, I don't know how this was done .__. too bad. All character models have Material-Animations and especially these character-models are this, which I want to add/edit. Then there's only little chance to solve it in the next 6 months. :D What I could think of is comparing the re-created bcmdl fi...
- Fri Apr 03, 2015 1:27 pm
- Forum: 3D/2D models
- Topic: Nintendo 3DS - BCMDL-File Format
- Replies: 17
- Views: 7567
Re: Nintendo 3DS - BCMDL-File Format
, but it seems that the "Material Animation" of the bcmdl-file is not exported, too. on obj export only these two materials are exported: Body_718 and lam_face_000 But seems there are 4 textures "bound" to the body-material. Do you have any information "how this is done&quo...
- Fri Apr 03, 2015 11:58 am
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294186
Re: Extracting simple models
OK,got weights great! :) 3ds Max 2013 and above have some ridiculous problem about get Bone ID From what I know they introduced a "name-sorting-feature" and I don't see an option to switch it off so one might use the add "00x_" trick where x= boneID. The bones hierachy is shown ...
- Thu Apr 02, 2015 2:09 pm
- Forum: Game Archive
- Topic: Marvel Ultimate Alliance 2 (*.igz)
- Replies: 16
- Views: 7768
Re: Marvel Ultimate Alliance 2 (*.igz)
nope - just point clouds
offzip: ignore the errors, just use the decompressed files if any
offzip: ignore the errors, just use the decompressed files if any
- Thu Apr 02, 2015 11:49 am
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294186
Re: Extracting simple models
Thanks to shakotay2. Now I got bones. :) But still got some problems to set weights,any ideas? I applied the weights per bone. Then cleared vertexIndices_array and weights_array for the next bone. But maxscript doesn't "understand" me (and vice versa :D ): GuanYinPing_skin.JPG Some rotati...
- Thu Apr 02, 2015 8:13 am
- Forum: Game Archive
- Topic: Marvel Ultimate Alliance 2 (*.igz)
- Replies: 16
- Views: 7768
Re: Marvel Ultimate Alliance 2 (*.igz)
accidentally I gave it another try -really don't know WHY I didn't use offzip:
offzip -a -z -15 deadpool_alt_1_n.igz D:\xxx 0
(which seems to split up the file a little bit too much but anyhow):
offzip -a -z -15 deadpool_alt_1_n.igz D:\xxx 0
(which seems to split up the file a little bit too much but anyhow):
- Wed Apr 01, 2015 1:11 pm
- Forum: Game Archive
- Topic: Elite Dangerous
- Replies: 27
- Views: 13982
Re: Elite Dangerous
This is the vulture from the Demo thx, but I can't download it atm (I'm not at my working PC). And your tutorial does not explain how you end up with a VB size of 20 and UV pos of 16 After you got the vertex count (from max face indices) just devide the vertex section size (VSS) by vertexcount -> V...
- Wed Apr 01, 2015 12:23 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294186
Re: Extracting simple models
Here's original model,maybe it helps(.max 2012 and .fbx) Thanks! I've made a comparison between GuanYinPing, transforms from FBX scene leg left thigh (matrix3 [0,0,-0.393701] [-0.393701,0,0] [0,0.393701,0] [1.581,-0.316203,15.6519]) left leg knee (matrix3 [0,0,-0.393701] [-0.393701,0,0] [0,0.393701...
- Tue Mar 31, 2015 9:44 pm
- Forum: Game Archive
- Topic: Elite Dangerous
- Replies: 27
- Views: 13982
Re: Elite Dangerous
But now I tried what you said with the Eagle_Debris and It doesn't work, even with your screenshot settings matching. None of Data.ovl, Data.ovs.models_l0 and Data.ovs.models_l1 result in anything. Eagle_Debris-models_l0.dat (742700 bytes) is working with hex2obj v.0.23 I want the vulture model to ...
- Mon Mar 30, 2015 8:45 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294186
Re: Extracting simple models
for b in geometry where classOf b == BoneGeometry do ( prt = b.parent while (prt != undefined) do ( b.transform *= prt.transform prt = prt.parent ) ) well, I really would like to know how you know how to code that! :D From the log it looks to me as if this were the right way: $Bone:leg_left_thigh @...
- Mon Mar 30, 2015 2:20 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294186
Re: Extracting simple models
hi, howfie :) @zdsmdbh: seems I have to read here: http://cboard.cprogramming.com/game-programming/103982-x-file-format.html and about "Homogeneous Coordinates". Maybe the link is of interest for you, too? " I would recommend looking in the SDK concerning the .x file format. Each type...
