Texture coords are included so assigning 0092990019.bmp to the model in blender is the thing I left to you.
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- 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.
Texture coords are included so assigning 0092990019.bmp to the model in blender is the thing I left to you.
- Wed Nov 14, 2012 7:24 pm
- Forum: 3D/2D models
- Topic: extract model
- Replies: 10
- Views: 1856
Re: extract model
I coded some lines in "C".wolfen wrote:Nice ,what program you use to extract model
I don't know.how model in other program
What's the name of the game?
Doesn't Noesis support it?
- 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...
- 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 ...
- 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?
Maybe this is the reason?
But maybe CheloXL used C sharp; so I don't know...applications built with Visual Studio 2012’s C++ compiler will fail to load and execute on Windows XP
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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 ...
- 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...
- 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, ...
- 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...
