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Search found 4134 matches
- 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:
- 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 ...
- 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: Should not be too hard to make an ltb maxscript importer with some basic ms knowledge.
But bruno.ltb is from 2006.
Here's bruno.ltb in hex2obj: Should not be too hard to make an ltb maxscript importer with some basic ms knowledge.
But bruno.ltb is from 2006.
- Thu Feb 05, 2015 1:56 pm
- Forum: Game Archive
- Topic: Elite Dangerous
- Replies: 27
- Views: 13982
Re: Elite Dangerous
would be the last step in the chain just started:zzz wrote:though replacing models is the thing I'm most interested in.
- Wed Feb 04, 2015 5:31 pm
- Forum: Game Archive
- Topic: How open the spr files of this game?
- Replies: 10
- Views: 2571
- 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...
- 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...
- 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.
- 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.
But you must care for the correct palette
- 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...
- 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
).
(rare to no use because I don't have a console
- 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 ...
- 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...
- 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...
- 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
