Search found 4134 matches

by shakotay2
Wed Dec 03, 2014 10:24 pm
Forum: 3D/2D models
Topic: Legend of Dragoon model extraction
Replies: 11
Views: 3648

Re: Legend of Dragoon model extraction

well, on a review of these files I sadly found near to nothing:

mrgs might contain textures:
mrg.JPG
For .dats and .mcq the result was the same as before:
Couldn't find face indices in your uploaded files nor a decent point cloud.
by shakotay2
Wed Dec 03, 2014 6:05 pm
Forum: 3D/2D models
Topic: help with animation files
Replies: 10
Views: 3308

Re: help with animation files

thank you very much! :) On my hunt for the weights I was successful, meanwhile, just wondering why they used 2 weigths/ bones per vertex only. 0000010002.lgo 1.000000 0.000000 00 00 00 00 00 00 00 00 00 01 00 00 1.000000 0.000000 00 00 00 00 00 00 00 00 01 02 00 00 1.000000 0.000000 00 00 00 00 00 0...
by shakotay2
Wed Dec 03, 2014 1:04 pm
Forum: 3D/2D models
Topic: help with animation files
Replies: 10
Views: 3308

Re: help with animation files

thank you! :)
Here's lance (again after 2 years :D ):
lance.JPG
Now I've to find the weights before I can apply the mesh to the animated skeleton.
Will take some time...
by shakotay2
Tue Dec 02, 2014 7:39 pm
Forum: 3D/2D models
Topic: [MaxScript] Issues with importing faces correctly
Replies: 7
Views: 1840

Re: [MaxScript] Issues with importing faces correctly

I could think of doing it this way: subMmeshes = #() for i = 1 to numSubMeshes do ( ... append subMeshes(...) ) (A maxscript expert probably would have a simpler solution.) Or -if you logged the data to an *.obj file - it's rather simple: just write g subMesh_x lines when logging f f1 f2 f3 lines to...
by shakotay2
Tue Dec 02, 2014 5:10 pm
Forum: 3D/2D models
Topic: Legend of Dragoon model extraction
Replies: 11
Views: 3648

Re: Legend of Dragoon model extraction

hmm, I'm using qickbms 0.6, strange Is this the bms script you're using? # Legend Of Dragoon # script for QuickBMS http://aluigi.org/papers.htm#quickbms idstring "MRG\x1a" get FILES long for i = 0 < FILES get OFFSET long get SIZE long math OFFSET *= 0x800 log "" OFFSET SIZE next ...
by shakotay2
Tue Dec 02, 2014 4:32 pm
Forum: 3D/2D models
Topic: Legend of Dragoon model extraction
Replies: 11
Views: 3648

Re: Legend of Dragoon model extraction

when I try aluigi's script I get this error: offset filesize filename -------------------------------------- - signature of 4 bytes at offset 0x00000000 doesn't match the one expected by the script: this one: "" 00 ff ff ff .... expected: "MRG→" 4d 52 47 1a MRG. - 0 files found i...
by shakotay2
Tue Dec 02, 2014 12:23 pm
Forum: 3D/2D models
Topic: help with animation files
Replies: 10
Views: 3308

Re: help with animation files

I think this format is from game Tales of Pirates 2. Hi Szkaradek123, awful animation! :D thank u very much! :) @wolfen: could you tell me which model is used (and maybe PM the *.lgo to me if you have it?) so that I could apply the mesh to the animation skeleton. I remember me having made an .lgo t...
by shakotay2
Mon Dec 01, 2014 3:39 pm
Forum: Tutorials
Topic: Extracting simple models
Replies: 493
Views: 294181

Re: Extracting simple models

hex2obj doesn't have a "list of supported formats". It's a helper tool to display simple models after you analyzed the format you're interested in. "Analysing" means you'll have to find out the start addresses of the face indices and the vertices. (For more information: read the ...
by shakotay2
Mon Dec 01, 2014 3:20 pm
Forum: 3D/2D models
Topic: Motorcycle Club .PAC files
Replies: 3
Views: 1770

Re: Motorcycle Club .PAC files

Whoa nice. Gonna try this tomorrow (since it's late here and i still have exams tmr) Btw, i'm kinda confused on how this hex2obj tool works, and i have no knowledge in hex numbers too .-. After your exams trying out the hex2obj tutorial sample should gonna going to be rather relaxing... :D well, he...
by shakotay2
Mon Dec 01, 2014 2:22 pm
Forum: 3D/2D models
Topic: Motorcycle Club .PAC files
Replies: 3
Views: 1770

Re: Motorcycle Club .PAC files

rename *.pac to *.7z for example and unpack the contained *.tmp file. Used hex2obj (view link in my sig) to extract one submesh (of ten?): MCclub_Kawa.JPG Normals might be no normals (other than stated). As you might know I always ignore them to keep things simple with hex2obj . (If required let the...
by shakotay2
Mon Dec 01, 2014 1:02 pm
Forum: 3D/2D models
Topic: help with animation files
Replies: 10
Views: 3308

Re: help with animation files

Hi wolfen, long time no seen. :) Nice to see you starting to analyze. Here's a short maxscript to log the IDs and bonenames: ClearListener() function ReadModelFile fName = ( format "-- START READING MODEL FILE --\n" stream = fOpen fname "rb" -- Open the file for reading ID_ = rea...
by shakotay2
Mon Dec 01, 2014 10:39 am
Forum: 3D/2D models
Topic: [MaxScript] Issues with importing faces correctly
Replies: 7
Views: 1840

Re: [MaxScript] Issues with importing faces correctly

fiStart = 0 --read PB header-- Is it that what you mean? It's use is to calculate absolute faceindices instead of "relative" ones. "Relative" means referring to the start of a submesh (SM). For the box sample the 2nd SM starts from vertex number 33 so for this SM fiStart is 32. M...
by shakotay2
Mon Dec 01, 2014 1:47 am
Forum: 3D/2D models
Topic: [MaxScript] Issues with importing faces correctly
Replies: 7
Views: 1840

Re: [MaxScript] Issues with importing faces correctly

log your face indices: f 1 2 3 f 3 4 1 f 5 6 7 f 7 8 5 f 9 10 11 f 11 12 9 f 13 14 15 f 15 16 13 f 17 18 19 f 20 21 22 f 22 23 20 f 24 25 26 f 27 28 29 f 29 30 27 f 31 32 18 f 18 17 31 "Array Type 0x11" "Array Type 0x31" "Array Type 0x51" "Array Type 0xc" &quo...
by shakotay2
Sun Nov 30, 2014 6:56 pm
Forum: 3D/2D models
Topic: Legend of Dragoon model extraction
Replies: 11
Views: 3648

Re: Legend of Dragoon model extraction

Couldn't find face indices in your uploaded mrg file nor a decent point cloud.
Also the last 69% of the file are filled with zeroes.
Guess this is not a model file.
by shakotay2
Thu Nov 27, 2014 7:35 pm
Forum: 3D/2D models
Topic: PSX Silent Hill Model Format Help
Replies: 33
Views: 18301

Re: PSX Silent Hill Model Format Help

AndrewSFX wrote:Maybe it's more easy way ?
Maybe.

But with the format known it makes more sense to write some import code.
Without my question answered I won't give it a try:
If you told me which TMDs can't be imported by milkshape I could have a look at.