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- 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...
- 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...
- 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.
- Sun Jan 25, 2015 5:26 pm
- Forum: 3D/2D models
- Topic: The Simpsons Wrestling .SMC
- Replies: 8
- Views: 2353
- 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:
- 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*
I'm working on a similar tool (as you might know).CZW wrote:in fact, we cannot find it ..
(As soon as I've checked it with win7 I'll send you a testing version.)
- 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:
- 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)
(no anim support iirc)
- 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...
- 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
2ndly: read this thread:
viewtopic.php?f=21&t=12048
try the updated script; you'll need npc.alph, too
- 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 ...
- 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...
- 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:
- 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]
UV pos=32
- 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.
(PS3 files use big endian, iirc)
Might be the representation of a model or a regular texture, don't know.
(PS3 files use big endian, iirc)
