I had a glance at .ldm using hex2obj (view link in my sig):
H2O file for 2nd submesh:
0x2D48 9732
Vb0
0x0
0x7958 1911
120000
0x0 255
(Looks like the test.obj window (SM1) shows the uvs for a part of submesh 2,
the small structure in the left lower corner.)
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- Fri Jan 02, 2015 6:11 pm
- Forum: 3D/2D models
- Topic: [PS3]Gundam Breaker 2
- Replies: 14
- Views: 4414
- Thu Jan 01, 2015 3:13 pm
- Forum: Code Talk
- Topic: DestinyDB DAT Filetype
- Replies: 2
- Views: 1950
Re: DestinyDB DAT Filetype
There's a typo in my script: if (vertStride==16) then vertex_ vertCount 2 vertStride2 stream file_out the bold '2' must be erased. I thought you were on your way understanding maxscript. :) Seems you didn't even read the script? I changed 3 lines to let it load L Lightmail (one submesh only, didn't ...
- Mon Dec 29, 2014 11:02 am
- Forum: 3D/2D models
- Topic: one piece unlimited world red jmdl
- Replies: 36
- Views: 12225
Re: one piece unlimited world red jmdl
you could try it using hex2obj (view link in my sig) But you might have hard times eliminating superfluous faces. :) Though my 15 minutes had expired I gave it a 2nd (and last) try: ac.JPG (UV pos is 40; 99 indicating: no UVs selected when I shot the pic) I could upload a 'cleaned up' hands_and_dagg...
- Sat Dec 27, 2014 9:36 am
- Forum: 3D/2D models
- Topic: Looney Tunes Dash
- Replies: 9
- Views: 6572
Re: Looney Tunes Dash
face index tables are often easy to find for simple models. Search for "scrambled alphabets". =.?.@.A.B.@.?.C. 1.D./.1.C.E.F.G. H.I.J.K.I.H.L.M If you're unsure whether to start from 0x4502 or 0x4504 here just try it out. The vertex count is displayed at the bottom of the left lower list b...
- Fri Dec 26, 2014 7:40 pm
- Forum: Code Talk
- Topic: Resources to get started?
- Replies: 4
- Views: 1897
Re: Resources to get started?
I was actually going to read an old book of design patterns by the gang of four but going through the reviews I found out that it's way too outdated? Don't know it - but some basic principles never change. And sometimes old books shed a light on how we got to the place where 3D development is nowad...
- Fri Dec 26, 2014 4:50 pm
- Forum: Game Archive
- Topic: Request Shining Resonance extract or view .MLX format
- Replies: 5
- Views: 2764
Re: Request Shining Resonance extract or view .MLX format
It seems the tools for Valkyria Chronicle is not working for this game. depends on. At least you can get the textures and an HMDL file: face.JPG Reading parts of IZCA file. start size type Section 0 0x00000040 0x00000050 MLX0 Section 1 0x000000a0 0x00165de0 HMDL 0x00165ea0 0x001e09e0 HTEX 0x003468a...
- Fri Dec 26, 2014 4:00 pm
- Forum: Code Talk
- Topic: Resources to get started?
- Replies: 4
- Views: 1897
Re: Resources to get started?
Hello there! I recently taught myself basic coding Hi, that's what I did ages ago and it's the worst thing you can ever do, imho. :D (But I guess you used a Programmer's Guide to C or whatever?) If not then buy a good book or - if you've access to a university library, search there. (I nether used ...
- Fri Dec 26, 2014 12:20 pm
- Forum: 3D/2D models
- Topic: Looney Tunes Dash
- Replies: 9
- Views: 6572
Re: Looney Tunes Dash
using hex2obj (view link in my sig):
- Thu Dec 25, 2014 2:10 pm
- Forum: 3D/2D models
- Topic: HAVOK *.hkx
- Replies: 11
- Views: 5393
Re: HAVOK *.hkx
Can original havok tool visualize the hkx file? which hkx file do you mean? Generally the havok standalone tool can visualize hkx files. (But I didn't check it with "hkx files related to vehicle physics") It also allows saving as XML: HavokToolsFramework-Standalone.JPG As I wrote here (po...
- Mon Dec 22, 2014 11:26 pm
- Forum: 3D/2D models
- Topic: Need help about .geo & .anm file formats
- Replies: 11
- Views: 3141
Re: Need help about .geo & .anm file formats
different sizes just mean different data to be contained. Main aspect for me is that the position of the uv data might be different.saurav wrote:What do the different vertex block sizes mean ?
- Mon Dec 22, 2014 9:03 pm
- Forum: 3D/2D models
- Topic: animation compression
- Replies: 5
- Views: 1605
Re: animation compression
In the docs link u gave it is saidSzkaradek123 wrote:I need some code.
"You can find more details in the 'QuatQuantization.h'."
This header file should help us further but it doesn't seem to be part of the CryEngine 3 SDK.
- Wed Dec 17, 2014 9:48 am
- Forum: 3D/2D models
- Topic: Noob questions on 3D Model extracting. Yes, I'm new at this.
- Replies: 2
- Views: 1191
Re: Noob questions on 3D Model extracting. Yes, I'm new at t
Hi, I'm new here and fairly new to PS2 Game modding. My first question is if it's possible to extract the models from a game(specifically the Ratchet and Clank series) with it's bones/rigs. welcome to the forum! :) Ratchet_skel.JPG http://forum.xentax.com/viewtopic.php?f=16&t=10977&hilit=ra...
- Tue Dec 16, 2014 9:18 pm
- Forum: 3D/2D models
- Topic: Starship Troopers TA pdo models
- Replies: 9
- Views: 2589
Re: Starship Troopers TA pdo models
for the bridge it's rather simple: from 0x5B6C you'll find 122 vertices, vertex block size: 36
and from 0x6CA8 DWord face indices f1, f2,f3 (also in 36 bytes blocks), 86 faces next submesh to be found at 0x78AC, H2O file:
0x9018 298
Vb1
36 28
0x78AC 166
040000
0x0 255
and from 0x6CA8 DWord face indices f1, f2,f3 (also in 36 bytes blocks), 86 faces next submesh to be found at 0x78AC, H2O file:
0x9018 298
Vb1
36 28
0x78AC 166
040000
0x0 255
- Mon Dec 15, 2014 9:50 pm
- Forum: 3D/2D models
- Topic: Shining Resonance .MLX
- Replies: 70
- Views: 29094
Re: Shining Resonance .MLX
it's just trial&error
- Mon Dec 15, 2014 1:40 pm
- Forum: 3D/2D models
- Topic: Shining Resonance .MLX
- Replies: 70
- Views: 29094
Re: Shining Resonance .MLX
nice point cloud
(The faceindices are kinda blocked. Tedious task to find out where the submeshes begin/end.)
