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- Mon Mar 30, 2015 11:14 am
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294186
Re: Extracting simple models
I know how BoneSys.CreateBone or skinOps.ReplaceVertexWeights work, I couldn't know this, sry. :) Nice progress again. Congratz! I don't understand why he need this maxweight Don't know his script, so can't tell. Sum of weights should be <= 1.0 that's what I know. If sumOfWeights is zero you don't ...
- Sun Mar 29, 2015 4:32 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294186
Re: Extracting simple models
Hi,shakotay I have been look up some maxscript with bone import but I have to say I am really confused because there is no comments. Hi zdsmdbh, did you try out "Import Diablo III App.ms" from TaylorMouse to import Adria for example? Then you could read some MaxScript online help to under...
Re: mvv file
there's jpeg(s) contained:
- Wed Mar 25, 2015 5:30 pm
- Forum: Game Archive
- Topic: Need help with DIZZEL unpacker
- Replies: 8
- Views: 4820
Re: Need help with DIZZEL unpacker
offzip -a -z -15 PAC_Char_011.bin D:\xxx 0
(PAC_Char_011.bin is a datablock I cut from the pac file.)
(PAC_Char_011.bin is a datablock I cut from the pac file.)
- Tue Mar 24, 2015 2:29 pm
- Forum: Game Archive
- Topic: Need help with DIZZEL unpacker
- Replies: 8
- Views: 4820
Re: Need help with DIZZEL unpacker
using offzip and hex2obj does the trick:
- Mon Mar 23, 2015 8:34 am
- Forum: 3D/2D models
- Topic: LittleBigPlanet Karting .BIN
- Replies: 4
- Views: 1847
Re: LittleBigPlanet Karting .BIN
maybe here (not sure):
For some strange reason most vtx values are in the range from -5.23 to 5.41 (instead of 0 .. 1.0)
edit: well, wrong texture set? Use 0xCDF4 for uv's start address.
edit: well, wrong texture set? Use 0xCDF4 for uv's start address.
- Sun Mar 22, 2015 10:46 pm
- Forum: 3D/2D models
- Topic: LittleBigPlanet Karting .BIN
- Replies: 4
- Views: 1847
Re: LittleBigPlanet Karting .BIN
there's no mystery. it's just half floats:
- Sun Mar 22, 2015 7:34 pm
- Forum: 3D/2D models
- Topic: GreyGoo
- Replies: 4
- Views: 1973
Re: GreyGoo
wow! What a great script made by chrrox! But updating it really gobbles up my time. :D edit: well, see the main prob: vertex stride of 0x58 is handled as "default", but there are two superfluous "append" lines, which spoiled the mesh ( hex2obj as a first approach) ST_Human_Air_te...
- Sun Mar 22, 2015 4:46 pm
- Forum: Game Archive
- Topic: Need help with DIZZEL unpacker
- Replies: 8
- Views: 4820
Re: Need help with DIZZEL unpacker
search for 44 44 53 20 7C in the .pac file. There's 11 findings.
Save your selection in a hexeditor as *.DDS file (H_HEAD_010_N.DDS, normal map): (Filepath\filename in the pic should belong to the 2nd DDS.)
Save your selection in a hexeditor as *.DDS file (H_HEAD_010_N.DDS, normal map): (Filepath\filename in the pic should belong to the 2nd DDS.)
- Sat Mar 21, 2015 9:30 pm
- Forum: 3D/2D models
- Topic: Anno 2070 models
- Replies: 10
- Views: 6005
Re: Anno 2070 models
but, every models with anim can't be converted, I uploaded some sample files, hope get some help,thanks very much!! need the static models or the anims? Your uploads contain models with a vertex stride of 28, some with 24. Seem to use tristripped faces but something is wrong. Thought of a bug in th...
- Sat Mar 21, 2015 8:22 pm
- Forum: 3D/2D models
- Topic: FF8 - Battle stage model (.X)
- Replies: 21
- Views: 6637
Re: FF8 - Battle stage model (.X)
Great work!MaKiPL wrote:Just to update.
.X battle stage is documented here:
http://wiki.qhimm.com/view/FF8/FileFormat_X
100% of geometry.
Thx. (First time that I'm mentioned on a wiki's page, if I'm not mistakenI wrote the thanks to you shakotay2 at the beginning of the wiki page.
- Thu Mar 19, 2015 8:31 pm
- Forum: 3D/2D models
- Topic: Halo: Combat Evolved Anniversary vertex question
- Replies: 4
- Views: 1915
Re: Halo: Combat Evolved Anniversary vertex question
From what I know the bounding box values are stored as 2 diametrical points of a box where the model fits into.
(Using floats it would be 24 bytes.)
Did you care for the skeleton? I could image it will help to get the correct dimensions.
(Using floats it would be 24 bytes.)
Did you care for the skeleton? I could image it will help to get the correct dimensions.
- Thu Mar 19, 2015 5:18 pm
- Forum: 3D/2D models
- Topic: (PS3) Ryu Ga Gotoku/Yakuza series .gmd Models
- Replies: 21
- Views: 9782
Re: (PS3) Ryu Ga Gotoku/Yakuza series .gmd Models
well, there are 116 of them, but no names (maybe hashed)Naroax wrote:here's the beta script by chrrox that needs an update to support bones
It's no fun to build a skeleton with 116 bones without the names even with the parent IDs known.
Is there an accompanying file with bone names in it?
- Thu Mar 19, 2015 1:44 am
- Forum: 3D/2D models
- Topic: Halo: Combat Evolved Anniversary vertex question
- Replies: 4
- Views: 1915
Re: Halo: Combat Evolved Anniversary vertex question
yep, strange. But dividing x by 2.0 gives this:
So you'll just need to find the scaling factors, or do I miss something?
edit: x /= 2.5; z /= 1.5
edit: x /= 2.5; z /= 1.5
- Sun Mar 15, 2015 11:41 pm
- Forum: 3D/2D models
- Topic: LittleBigPlanet 3 .mol?
- Replies: 18
- Views: 6989
Re: LittleBigPlanet 3 .mol?
this model has another extension. You need to look for the file's structure before you use a method:lemurboy12 wrote:Is there another way of getting UV's mathematically? The method you posted earlier hasn't been working on this model.
