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- Mon Feb 16, 2015 1:58 am
- Forum: 3D/2D models
- Topic: Some help interpreting model coordinates info
- Replies: 3
- Views: 1348
Re: Some help interpreting model coordinates info
if you use the Java code from here: http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm (can be transformed to C code easily) you'll find a problem with this line angle = Math.acos(( m[0][0] + m[1][1] + m[2][2] - 1)/2); because ( m[0][0] + m[1][1] + m[2][2] - 1...
- Sun Feb 15, 2015 10:40 pm
- Forum: 3D/2D models
- Topic: Some help interpreting model coordinates info
- Replies: 3
- Views: 1348
Re: Some help interpreting model coordinates info
I would set the three values
0.1309239,-0.4547336,39.7398682
to 0.0,0.0,0.0
and look what happens to the rotation of the spotlight ingame if possible.
Maybe use 1.0,1.0,1.0 since you said "0.0" is some kind of flag
(are you sure of that?
Resembles the w value of a matrix:
0.0
0.0
0.0
1.0)
0.1309239,-0.4547336,39.7398682
to 0.0,0.0,0.0
and look what happens to the rotation of the spotlight ingame if possible.
Maybe use 1.0,1.0,1.0 since you said "0.0" is some kind of flag
(are you sure of that?
Resembles the w value of a matrix:
0.0
0.0
0.0
1.0)
- Sun Feb 15, 2015 3:05 pm
- Forum: 3D/2D models
- Topic: [PS3]Gundam Breaker 2
- Replies: 14
- Views: 4414
Re: [PS3]Gundam Breaker 2
concerning what?alon wrote:Any more suggestions?
Guess someone with leisure and interest could build some nice mesh from the extracted ldm level pieces:
- Sat Feb 14, 2015 4:45 pm
- Forum: Game Archive
- Topic: Scott Pilgrim vs. The World (360) - help extracting?
- Replies: 5
- Views: 2334
Re: Scott Pilgrim vs. The World (360) - help extracting?
you could run offzip on the gamedata file. offzip -a gamedata D:\extracted 0 Will tell you that some data in the file is not in zip format and purge 17077 "valid zip blocks" in 1,69 GB into the extracted folder. But seems there's no senseful data extracted. using offzip on gamedata1.fat: 0...
- Wed Feb 11, 2015 1:01 pm
- Forum: 3D/2D models
- Topic: how to convert LithTech model into 3ds max?
- Replies: 16
- Views: 7539
Re: how to convert LithTech model into 3ds max?
learn, search, try
- Tue Feb 10, 2015 11:46 am
- Forum: 3D/2D models
- Topic: how to convert LithTech model into 3ds max?
- Replies: 16
- Views: 7539
- Tue Feb 10, 2015 10:28 am
- Forum: Game Archive
- Topic: Elite Dangerous
- Replies: 27
- Views: 13982
Re: Elite Dangerous
I used hex2obj (view link in my sig)
Press the tut(orial) button in hex2obj to read more.
But it's not a one click solution. Do the tutorial example to understand how it works.
Press the tut(orial) button in hex2obj to read more.
But it's not a one click solution. Do the tutorial example to understand how it works.
- Tue Feb 10, 2015 9:41 am
- Forum: 3D/2D models
- Topic: how to convert LithTech model into 3ds max?
- Replies: 16
- Views: 7539
Re: how to convert LithTech model into 3ds max?
if you sent me 000.ltb I could have a look at.
- Mon Feb 09, 2015 6:45 pm
- Forum: 3D/2D models
- Topic: how to convert LithTech model into 3ds max?
- Replies: 16
- Views: 7539
Re: how to convert LithTech model into 3ds max?
thx but obj is seen only vertex.. why does this phenomenon appear? because it's a point cloud. As the name tells: a "cloud" of points without faces. The next step would be to search for the face indices which determine how the vertices to be connected to faces (triangles in most cases). P...
- Mon Feb 09, 2015 3:34 pm
- Forum: 3D/2D models
- Topic: how to convert LithTech model into 3ds max?
- Replies: 16
- Views: 7539
Re: how to convert LithTech model into 3ds max?
i find that and what should I do? first of all use another adjustment for your hexeditor. Display data from offsets 00 to 0F (16 bytes per row). (Your choice is not very useful.) in hex2obj with the 000.ltb loaded: - toggle the noPtC button to PtCld - enter a VBsize of 44 (step 2). - under 'step 3'...
- Mon Feb 09, 2015 1:43 am
- Forum: Game Archive
- Topic: How open the spr files of this game?
- Replies: 10
- Views: 2571
Re: How open the spr files of this game?
seems there's other formats required than TextureFinder provides:
- Sun Feb 08, 2015 9:52 pm
- Forum: 3D/2D models
- Topic: FF8 - Battle stage model (.X)
- Replies: 21
- Views: 6637
Re: FF8 - Battle stage model (.X)
I worked some in 3DS Max on this, and found out, that converting from quads to triangles has to be in ABD ACD sadly (concerning the holes) it doesn't work for my example, with quads f 1 2 4 3 f 4 3 6 5 f 6 5 8 7 ... changed to f 1 2 3 f 1 4 3 f 4 3 5 f 4 6 5 f 6 5 7 f 6 8 7 ... After this, the &quo...
- Sun Feb 08, 2015 2:00 pm
- Forum: Graphic file formats
- Topic: [REL] Sleeping Dogs Definitive Edition Texture Extractor
- Replies: 3
- Views: 3099
Re: [REL] Sleeping Dogs Definitive Edition Texture Extractor
Congratz, too, SergeantJoe!
There are not too many in this forum who "dare" the step from requesting to coding themselves.
Well done.
There are not too many in this forum who "dare" the step from requesting to coding themselves.
Well done.
- Sun Feb 08, 2015 12:01 pm
- Forum: 3D/2D models
- Topic: FF8 - Battle stage model (.X)
- Replies: 21
- Views: 6637
Re: FF8 - Battle stage model (.X)
Not sure whether this is a "triangle strip" problem, since we've quads here. Maybe there's a simple solution: have a look at the upper left part of the attached picture: quadMe.JPG The "bad" quad is f 4 3 6 5 # 0x732a: verts= 80 v 108.265625 23.437500 44.847656 v 108.265625 0.000...
- Sat Feb 07, 2015 10:22 pm
- Forum: 3D/2D models
- Topic: FF8 - Battle stage model (.X)
- Replies: 21
- Views: 6637
Re: FF8 - Battle stage model (.X)
PMed you. (try a face index offset of ( quadinfo_size - 8 ) in the editbox left to the checkbox) for me it looks like this: a0stg105_.JPG The holes might be a problem of face culling which Noesis and other 3D programs can handle. (maybe the mesh_viewer hex2obj uses has an option for it) edit: well, ...
