Search found 4134 matches

by shakotay2
Wed Jan 28, 2015 6:35 pm
Forum: Game Archive
Topic: Resident Evil HD REMASTER PC
Replies: 21
Views: 12274

Re: Resident Evil HD REMASTER PC

You can use DXT5, but they will be greenish. Ex. http://www.fastimages.eu/thumbs/substatus0.jpg How did you get the details from sub_status_00_ID_HQ raw file? edit: ok, got the details with DXT11, BC5UNORM (format typeID: 0x2B?) but still not nice sub_status_00_ID_HQ-missDetails.JPG (Using a fake D...
by shakotay2
Tue Jan 27, 2015 3:23 pm
Forum: 3D/2D models
Topic: Phantom Kingdom Portable ANMXXX.dat files
Replies: 2
Views: 1067

Re: Phantom Kingdom Portable ANMXXX.dat files

no bone names, no skeleton. Who would waste his time with such vague informations? "IMY" could mark the start of animation keys (42 bones? in your uploaded dat). The offsets between two IMYs are multiples of 16 but not constant (104x16, 238x16 or 313x16 for example), hinting to some kind o...
by shakotay2
Sun Jan 25, 2015 10:00 pm
Forum: 3D/2D models
Topic: The Simpsons Wrestling .SMC
Replies: 8
Views: 2353

Re: The Simpsons Wrestling .SMC

nope, sry. I usually don't waste more than 15 minutes on formats/models I'm not interested in.
by shakotay2
Sun Jan 25, 2015 5:26 pm
Forum: 3D/2D models
Topic: The Simpsons Wrestling .SMC
Replies: 8
Views: 2353

Re: The Simpsons Wrestling .SMC

anvil.jpg
by shakotay2
Sun Jan 25, 2015 5:13 pm
Forum: 3D/2D models
Topic: The Simpsons Wrestling .SMC
Replies: 8
Views: 2353

Re: The Simpsons Wrestling .SMC

searching for point clouds in the anvil.smc:
by shakotay2
Fri Jan 23, 2015 11:50 am
Forum: Graphic file formats
Topic: Unknow DDS Format *PLS HELP*
Replies: 18
Views: 7594

Re: Unknow DDS Format *PLS HELP*

CZW wrote:in fact, we cannot find it .. :(
I'm working on a similar tool (as you might know).

(As soon as I've checked it with win7 I'll send you a testing version.)
which_format.JPG
by shakotay2
Thu Jan 22, 2015 7:15 pm
Forum: 3D/2D models
Topic: kingdom heroes online
Replies: 6
Views: 4138

Re: kingdom heroes online

mesh format similar to Chuang Shi:
mo0106_3_primitives.JPG
by shakotay2
Thu Jan 22, 2015 5:27 pm
Forum: Game Archive
Topic: DK Online .XAC and .XSM [Blender]
Replies: 4
Views: 3522

Re: DK Online .XAC and .XSM [Blender]

there's a Noesis python script from finale00: fmt_DKOnline_xac.py which can display the mesh.

(no anim support iirc)
by shakotay2
Wed Jan 21, 2015 3:35 pm
Forum: 3D/2D models
Topic: Flintstones Bedrock Bowling .AMW
Replies: 8
Views: 3976

Re: Flintstones Bedrock Bowling .AMW

this is the formula for start of vertices: vert_addr_next = vert_addr_prev + VBsize * vertCount_prev (check if it fits for all .amw of this game) vertex start address: 0x2C2C (to be found with some experience/trial 'n error) next addr: 0x406C as shown some post before further addresses: 0x62AC = 0x4...
by shakotay2
Tue Jan 20, 2015 3:20 pm
Forum: 3D/2D models
Topic: [REQ] Kritika APL Unpack Script
Replies: 2
Views: 1584

Re: [REQ] Kritika APL Unpack Script

firstly: wrong subforum
2ndly: read this thread:
viewtopic.php?f=21&t=12048

try the updated script; you'll need npc.alph, too
by shakotay2
Tue Jan 20, 2015 11:39 am
Forum: 3D/2D models
Topic: Flintstones Bedrock Bowling .AMW
Replies: 8
Views: 3976

Re: Flintstones Bedrock Bowling .AMW

Still not sure what I'm doing wrong. I'm following all your instructions, seems, you did not. Use the formula I gave to calculate the vertex block address of the next submesh (go3 startaddr). Also use the startadresses of the face indices blocks in the attached pic of my previous post. The one for ...
by shakotay2
Mon Jan 19, 2015 3:02 pm
Forum: Graphic file formats
Topic: Tree of Savior .xac and .xpm
Replies: 12
Views: 5479

Re: Tree of Savior .xac and .xpm

you could use this .mtl file on obj import: # Material Count: 1 newmtl None_city_roskilde_1box.dds Ns 0 Ka 0.000000 0.000000 0.000000 Kd 0.8 0.8 0.8 Ks 0.8 0.8 0.8 d 1 illum 2 map_Kd city_roskilde_1box.dds with the box.obj, box.mtl and .dds in the same folder or you could apply a material to the imp...
by shakotay2
Mon Jan 19, 2015 11:15 am
Forum: 3D/2D models
Topic: Child of Light [file .ckd]
Replies: 6
Views: 2120

Re: Child of Light [file .ckd]

use a face indices count of 2037 (-> vertex count: 409) and a UV pos of 32:
aurora_body-uvs-y-mirrored.JPG
by shakotay2
Sun Jan 18, 2015 11:58 pm
Forum: 3D/2D models
Topic: Child of Light [file .ckd]
Replies: 6
Views: 2120

Re: Child of Light [file .ckd]

aurora_20_robe.JPG
UV pos=32
by shakotay2
Sun Jan 18, 2015 10:25 pm
Forum: 3D/2D models
Topic: Hex2obj help?
Replies: 6
Views: 2206

Re: Hex2obj help?

well, one nice structure inside the MWD but sadly I don't have the time to explore it.

Might be the representation of a model or a regular texture, don't know.
FrogPSX-MWD.JPG
(PS3 files use big endian, iirc)