Search found 3461 matches

by shakotay2
Wed Nov 14, 2012 8:42 pm
Forum: 3D/2D models
Topic: extract model
Replies: 10
Views: 1856

Re: extract model

This is the wavefront-obj of the item, which you can import using blender: http://www.uploadmb.com/dw.php?id=1352921744

Texture coords are included so assigning 0092990019.bmp to the model in blender is the thing I left to you. :)
by shakotay2
Wed Nov 14, 2012 7:24 pm
Forum: 3D/2D models
Topic: extract model
Replies: 10
Views: 1856

Re: extract model

wolfen wrote:Nice ,what program you use to extract model
I coded some lines in "C".
how model in other program
I don't know.
What's the name of the game?
Doesn't Noesis support it?
by shakotay2
Wed Nov 14, 2012 6:18 pm
Forum: 3D/2D models
Topic: extract model
Replies: 10
Views: 1856

Re: extract model

The format looks like this (wavefront-obj): # 1512 verts # 1. 0x8fc: v 0.012800 -0.899100 0.161500 v 0.013300 -0.930900 0.144100 v 0.015300 -0.891000 0.120800 v 0.032800 1.290900 -0.125500 ... # 0x4fdc # 0xDD9C, 988 faces f 1 2 3 f 4 5 6 f 7 8 9 f 10 11 12 f 13 14 15 ... f 1507 1508 1509 f 1510 1511...
by shakotay2
Wed Nov 14, 2012 1:31 pm
Forum: Graphic file formats
Topic: How to use this face data
Replies: 28
Views: 7392

Re: How to use this face data

Im trying to extract models from a game that Noesis supports partially, What's the name of the game? "Secret"? but when I check those faces data on the file I have: 1 2 3 6 -1 6 2 5 4 -1 4 2 7 8 -1 (0000000100020005FFFF0005000100040003FFFF0003000100060007FFFF) (I've incremented the numbers by 1 so ...
by shakotay2
Wed Nov 07, 2012 1:30 am
Forum: Graphic file formats
Topic: Iphone/Ipod touch APP PNGS
Replies: 11
Views: 3313

Re: Iphone/Ipod touch APP PNGS

hmm, "not a valid Win32 app"

Maybe this is the reason?
applications built with Visual Studio 2012’s C++ compiler will fail to load and execute on Windows XP
But maybe CheloXL used C sharp; so I don't know...
by shakotay2
Wed Oct 03, 2012 10:41 am
Forum: 3D/2D models
Topic: Decoding a bone-based animation file (LOL ver4 .ANM file)
Replies: 22
Views: 5582

Re: Decoding a bone-based animation file (LOL ver4 .ANM file

you said that the last 4 bytes is a DWord that is index of position. Yes; but as you might have noticed I'm somewhat unsure what is position and what is rotation. So it should be rotation and we need positions (in the fst section as stated by Wobble). There seem to be 795 position lines but I did n...
by shakotay2
Tue Oct 02, 2012 8:40 pm
Forum: 3D/2D models
Topic: Decoding a bone-based animation file (LOL ver4 .ANM file)
Replies: 22
Views: 5582

Re: Decoding a bone-based animation file (LOL ver4 .ANM file

Ok, all is fine else of 2 problems: 1.What data type index section is using!? Good question! :) I made a new byte grouping in the edit of my previous post. Last 4 bytes of a row should be the DWORD index we were searching for. Max index I found in all of the tables is 0x726 (1830 dec.). From 0x31FC...
by shakotay2
Tue Oct 02, 2012 6:21 pm
Forum: 3D/2D models
Topic: Decoding a bone-based animation file (LOL ver4 .ANM file)
Replies: 22
Views: 5582

Re: Decoding a bone-based animation file (LOL ver4 .ANM file

[...]and subtract the offsets to find their estimated size. This is obvious, isn't it? :) What I meant is where the frames to start and stop; what is frame 0 and what is frame 40? Such as 0x668c 0? 0.000000 0.000000 0.087152 0.996195 1? 0.000001 0.000000 0.087155 0.996195 2? 0.000026 0.000000 0.087...
by shakotay2
Tue Oct 02, 2012 11:35 am
Forum: 3D/2D models
Topic: Decoding a bone-based animation file (LOL ver4 .ANM file)
Replies: 22
Views: 5582

Re: Decoding a bone-based animation file (LOL ver4 .ANM file

@Wobble: hi, can you give an example on "indexing"? (Maybe a link?) I also could not find the "borders" (start/stop) of the "41 frames". maybe these are rotation (position?) keyframes: 0x668c 0.000000 0.000000 0.087152 0.996195 0.000001 0.000000 0.087155 0.996195 0.000026 0.000000 0.087154 0.996195 ...
by shakotay2
Sat Sep 29, 2012 4:30 pm
Forum: 3D/2D models
Topic: Gothic 4 .bakedgeom
Replies: 27
Views: 6076

Re: Gothic 4 .bakedgeom

What did you use to unpack the game? John Doe's Datablock extractor. Didn't test this one http://www.xentax.com/uploads/author/johndoe/ExtractDataBlocks.zip - should be the same. Very funny that someone is busy with this game. Here's a mesh extractor for character and weapon models. Maybe it's help...
by shakotay2
Wed Sep 26, 2012 1:40 am
Forum: 3D/2D models
Topic: Pure demo .model files
Replies: 15
Views: 2373

Re: Pure demo .model files

I couldn't figure out how to determine how many vertices/indices to read so I figured it should just be grabbed from the bottom. Ok. :) (I used the max face index before you gave this info.) Any idea on the "packed" vertices? (They are packed, aren't they?) I think you need a factor for packed vert...
by shakotay2
Wed Sep 26, 2012 1:08 am
Forum: 3D/2D models
Topic: Pure demo .model files
Replies: 15
Views: 2373

Re: Pure demo .model files

shakotay2 I checked and the vertices are not displayed Did you import the cubus thingie using blender's wavefront obj importer? Anyway my method does not seem to be a solution so far. With Faring_01_parts_01_LOD1.model I'm getting a tangle of planes. Figure out how to parse the struct, [...] Seems ...
by shakotay2
Tue Sep 25, 2012 11:55 am
Forum: 3D/2D models
Topic: Pure demo .model files
Replies: 15
Views: 2373

Re: Pure demo .model files

maybe packed vertices? This is a dump of SWINGARM_01_LOD3.model : # SWINGARM_01_LOD3.model # 16 (18) verts # 1. 0x08: hex dump # D0 B6 03 34 6D B9 00 3C AA 17 54 B9 F8 B9 E0 C1 BF B2 9D 32 09 39 00 00 # D0 B6 FC 33 3A B9 00 3C 97 17 F8 B9 54 39 E0 C1 BB 39 1A 32 0B 39 00 00 # E8 36 08 34 6A B9 00 3C...
by shakotay2
Sat Sep 01, 2012 12:16 pm
Forum: 3D/2D models
Topic: dino and aliens msh files
Replies: 25
Views: 5131

Re: dino and aliens msh files

There is only one way to prove this: you'll have to change some bytes (the 0x80 for example) and look whether the rotation of the corresponding fruits slows down or accelerates. (I would be surprised - but you know: "you never know..." :D ) And you'll have to repack the *.msh to a *.dat file again, ...
by shakotay2
Sat Sep 01, 2012 11:41 am
Forum: 3D/2D models
Topic: dino and aliens msh files
Replies: 25
Views: 5131

Re: dino and aliens msh files

The structure of ananas.msh looks like this: # 120 vertices # 1. 0x25: v 0.353530 0.739885 2.152248 v 0.641311 0.889165 3.350888 v 1.046994 0.941949 4.351346 ... v -1.456776 0.804483 -3.482513 v -0.897434 1.574350 -3.482513 v 0.007599 1.868413 -3.482513 v 0.007599 0.328678 -3.888980 # 591 face Indic...