Search found 4134 matches

by shakotay2
Sat Feb 07, 2015 6:44 pm
Forum: 3D/2D models
Topic: Nicktoons Racing .GEO
Replies: 7
Views: 1995

Re: Nicktoons Racing .GEO

try to get point clouds:
patrick_high-PtCloud.JPG
by shakotay2
Sat Feb 07, 2015 3:36 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 your post http://forum.xentax.com/viewtopic.php?f=16&t=11819 you can tell me how to use that? please be more specific. (Do you have basic knowledges in maxscripting?) First of all we would need the model format of your ltb. Should not be too hard to find that out. Maybe it's the same as ...
by shakotay2
Fri Feb 06, 2015 4:20 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?

did you have a closer look at the *.ltb?

Here's bruno.ltb in hex2obj:
bruno_ltb_.JPG
Should not be too hard to make an ltb maxscript importer with some basic ms knowledge.
But bruno.ltb is from 2006.
by shakotay2
Thu Feb 05, 2015 1:56 pm
Forum: Game Archive
Topic: Elite Dangerous
Replies: 27
Views: 13982

Re: Elite Dangerous

zzz wrote:though replacing models is the thing I'm most interested in.
would be the last step in the chain just started:
by shakotay2
Wed Feb 04, 2015 5:31 pm
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?

spr.JPG
by shakotay2
Wed Feb 04, 2015 2:20 pm
Forum: 3D/2D models
Topic: Hyperdimension Neptunia Rebirth 1 PC Files
Replies: 4
Views: 48720

Re: Hyperdimension Neptunia Rebirth 1 PC Files

number of files in pac at 0x0C: 35h = 53 files 1. apply\005\main.cl3 2. database\stitem05.gbin 3. dlc005.txt 4. model\chara\005\texture\004\base_00.tid 5. model\chara\005\texture\004\body_c.tid ... 51. model\chara\005\texture\008\mouth_00.tid 52. model\chara\005\texture\008\pupil_00.tid 53. model\ch...
by shakotay2
Wed Feb 04, 2015 12:34 pm
Forum: 3D/2D models
Topic: FF8 - Battle stage model (.X)
Replies: 21
Views: 6637

Re: FF8 - Battle stage model (.X)

Oh, I just want to write thanks to you, because without you we wouldn't get so far with this. Thank you shakotay2! :) you're welcome. Always nice to see people making senseful use of hex2obj (seems there are not too many :) ). For the face indices you might have a look at a smaller object like a ch...
by shakotay2
Wed Feb 04, 2015 12:31 pm
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?

you could upload an spr sample from the free demo to improve chances that someone will look at.
by shakotay2
Tue Feb 03, 2015 3:11 pm
Forum: Graphic file formats
Topic: How to Open/Convert Metal Slug Antology PSP .tex files
Replies: 4
Views: 2277

Re: How to Open/Convert Metal Slug Antology PSP .tex files

try Texturefinder.
01_Tex.JPG
But you must care for the correct palette
by shakotay2
Mon Feb 02, 2015 8:40 pm
Forum: 3D/2D models
Topic: FF8 - Battle stage model (.X)
Replies: 21
Views: 6637

Re: FF8 - Battle stage model (.X)

In tutorial, you're dividing it by 2, maybe this face has more size than WORD. yes, "face indices" (not "faces") can be DWORDs (or even bytes in some rare cases). Looks like I found it, but this giant numbers inside are making the max vertex index go great also. I can do manuall...
by shakotay2
Sun Feb 01, 2015 10:23 pm
Forum: 3D/2D models
Topic: FF8 - Battle stage model (.X)
Replies: 21
Views: 6637

Re: FF8 - Battle stage model (.X)

thx, I have that viewer on my harddrive, even a newer version (v.104b) but seems I've forgotten it
(rare to no use because I don't have a console :D ).
by shakotay2
Sun Feb 01, 2015 9:01 pm
Forum: 3D/2D models
Topic: FF8 - Battle stage model (.X)
Replies: 21
Views: 6637

Re: FF8 - Battle stage model (.X)

This is totally other "alphabet" thing. Could you help me some more with this? face indices as a continous scrambled alphabet is the simple version. They also maybe appear like this: Offset 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F ..007500 00 00 00 00 00 00 40 00 00 00 00 00 00 00 ...
by shakotay2
Sun Feb 01, 2015 9:11 am
Forum: 3D/2D models
Topic: FF8 - Battle stage model (.X)
Replies: 21
Views: 6637

Re: FF8 - Battle stage model (.X)

the places where you assume objects to start reveal some patterns: a0stg105.JPG First I thought of vertex blocks with a size of 24 bytes and face indices contained, but they are to regular: (0x51EE: cnt= 20) 51f4: 1 21 2 22 520c: 2 22 3 23 5224: 3 23 4 24 523c: 4 24 5 25 5254: 5 25 6 26 526c: 6 26 7...
by shakotay2
Sat Jan 31, 2015 12:26 pm
Forum: 3D/2D models
Topic: Flatpyramid.com .json files
Replies: 2
Views: 1371

Re: Flatpyramid.com .json files

the jsons contain plain ASCII. Not too hard to code an ASCII-json to obj converter on your own. "faces": [[ 0 ,1 ,2],[ 1 ,34 ,50],[ 34 ,35 ,36], "vertices": [ -623.377,7.41711,252.529, "normals": [ -0.898899,0.00128903,0.438153, "tangents": [ -0.0722054,-0.986...
by shakotay2
Wed Jan 28, 2015 11:54 pm
Forum: Game Archive
Topic: Resident Evil HD REMASTER PC
Replies: 21
Views: 12274

Re: Resident Evil HD REMASTER PC

format description from cra0 (thx :) ) makes sense ( GUIIcon_NOMIP.tex ): GUIIcon_NOMIP.tex.JPG though I feel I'm missing something. This is the header: Offset 0 1 2 3 4 5 6 7 8 9 A B C D E F 00000 54 45 58 00 9D 20 00 20 01 40 00 08 01 28 01 00 TEX where the texture type is given at 0x0D: 0x28