Search found 4134 matches

by shakotay2
Wed Nov 19, 2014 8:01 pm
Forum: Code Talk
Topic: .luc decompiling
Replies: 5
Views: 8576

Re: .luc decompiling

So, somebody have any suggestions about how to convert this bytecode in something "human readable"? seems there are some differences between JIT and standard lua opcodes. You could try this tutorial: http://www.progamercity.net/ghack-tut/5296-tutorial-luajit-decompiling-lua-scripts.html A...
by shakotay2
Wed Nov 19, 2014 9:57 am
Forum: 3D/2D models
Topic: i3d (xml) to obj
Replies: 0
Views: 2717

i3d (xml) to obj

here's a short&tiny crash course on how to convert i3ds from Farming Simulator into wavefront objs . (There might be other and better i3d importers but this approach should help you to do it on your own) . The proceeding is a little bit awkward so feel free to code your own i3d_2obj convertor......
by shakotay2
Tue Nov 18, 2014 9:59 pm
Forum: Code Talk
Topic: .luc decompiling
Replies: 5
Views: 8576

Re: .luc decompiling

I've tried luadec, but it don't work for this files :( ... because they don't have a standard lua header. Pos Hex Data Description or Code ------------------------------------------------------------------------ 0000 ** source chunk: vehiclemotor-header.luc ** global header start ** 0000 1B4C7561 h...
by shakotay2
Tue Nov 18, 2014 3:45 pm
Forum: 3D/2D models
Topic: LithTech Models (.abc, .ltb, .dat)
Replies: 93
Views: 47406

Re: LithTech Models (.abc, .ltb, .dat)

If you knew how many modders had gone up against the infamous early lithtech file formats For the LithTech ABC v6 File Format description it is said: "Last updated on June 19, 1999" So the most important format infos seem to be available since many years. But I guess the modders lost inte...
by shakotay2
Tue Nov 18, 2014 12:43 am
Forum: 3D/2D models
Topic: LithTech Models (.abc, .ltb, .dat)
Replies: 93
Views: 47406

Re: LithTech Models (.abc, .ltb, .dat)

thx for your infos - sadly it doesn't help with my sanjuro problem.
Not sure whether this TransformationIndex byte in the vertex block might help.

From the BERETTA_PV.ABC I got the hand at least. Searching for the rest...
beretta_hand.jpg
by shakotay2
Mon Nov 17, 2014 11:00 pm
Forum: 3D/2D models
Topic: Final Fantasy X/X-2 HD Remaster
Replies: 50
Views: 42458

Re: Final Fantasy X/X-2 HD Remaster

Hello Here is Noesis script for geometry. Bones and skinning not supported. Copy script in noesis "...\plugins\python" folder. can't open with noesis some file those which can't be loaded by the script can be assembled manually. But it's no fun. Also I didn't look for the uvs: m132.jpg
by shakotay2
Mon Nov 17, 2014 5:40 pm
Forum: 3D/2D models
Topic: LithTech Models (.abc, .ltb, .dat)
Replies: 93
Views: 47406

Re: LithTech Models (.abc, .ltb, .dat)

while from 1X1_SQUARE.ABC the format seemed to be simple I couldn't get a decent obj from sanjuro.abc, for example. sanjuro.JPG Since the source for ModelEdit is to be found in the net my question would be: is there a source for the exe files you uploaded? If 'no' maybe there's a convertor from .abc...
by shakotay2
Mon Nov 17, 2014 3:58 am
Forum: 3D/2D models
Topic: LithTech Models (.abc, .ltb, .dat)
Replies: 93
Views: 47406

Re: LithTech Models (.abc, .ltb, .dat)

I haven't been able to find a py script for Shogo mad or Kiss psycho circus though (abc versions 6-8). If you uploaded a model sample I could have a look at. Still, our small community would be grateful for even the ability to add child models, as the model viewer for nolf and avp2 can already do. ...
by shakotay2
Sun Nov 16, 2014 11:38 am
Forum: 3D/2D models
Topic: LithTech Models (.abc, .ltb, .dat)
Replies: 93
Views: 47406

Re: LithTech Models (.abc, .ltb, .dat)

zZaRDoZz wrote:who would like to take a try at making us a pluggin for noesis?
there are some Noesis py scripts from finale00: fmt_LithTech_abc.py and fmt_LithTech_ltb.py for example
by shakotay2
Sat Nov 15, 2014 4:32 pm
Forum: 3D/2D models
Topic: PSX Silent Hill Model Format Help
Replies: 33
Views: 18301

Re: PSX Silent Hill Model Format Help

awesome stuff shakotay2, well, I just used the format description from here: http://wiki.xentax.com/index.php/Playstation_TMD Since my original post I started to remake the Ps1 silent hill city ..manually what does that mean exactly? Did you use existing 3D models? Or did you build each model from ...
by shakotay2
Sat Nov 15, 2014 3:53 am
Forum: 3D/2D models
Topic: ghost recon (online) phantoms help
Replies: 25
Views: 11374

Re: ghost recon (online) phantoms help

On another try I got this: m_GRO-COM01_PC_0.JPG How to expand these flattened coordinates? For me it seems to be impossible without additional data - but where to search for it? In the VB block of 32 bytes or in another file? - Guess: no. The only possibility I could think of is that they use some k...
by shakotay2
Thu Nov 13, 2014 12:48 pm
Forum: 3D/2D models
Topic: ghost recon (online) phantoms help
Replies: 25
Views: 11374

Re: ghost recon (online) phantoms help

after having had a look at this again I'm not sure whether we have mesh data here.
For me it looks more like some kind of cubemapped uv data (just a wild guess):
head_uvmap_maybe.jpg
by shakotay2
Wed Nov 12, 2014 1:22 pm
Forum: 3D/2D models
Topic: how to to see wwe wii models
Replies: 9
Views: 2186

Re: how to to see wwe wii models

Hi bro here is the problem could you be more specific? Just select the geometry you want the material applied to. Don't select everything. And Brother PLs tell me how can reset all 3ds max 09 setting I don't know. Never needed to do that. To get back Blinn Basic Parameters (Ambient/Diffuse/Specular...
by shakotay2
Tue Nov 11, 2014 6:16 pm
Forum: 3D/2D models
Topic: PlayStation 1 .TMD & .TOD
Replies: 4
Views: 2818

Re: PlayStation 1 .TMD & .TOD

The only tool I'm aware of is milkshape, but are there any other alternatives? Why not use milkshape, then? Should not be too hard to write an alternative tool for TMDs with some coding experience and these format infos: http://wiki.xentax.com/index.php/Playstation_TMD (since I wasted a lot of time...
by shakotay2
Tue Nov 11, 2014 6:08 pm
Forum: 3D/2D models
Topic: PSX Silent Hill Model Format Help
Replies: 33
Views: 18301

Re: PSX Silent Hill Model Format Help

I had a last glimpse at TMD format when I realized that there is a format description on Xentax (probably since ages). But noone of this splendid forum gave a hint. Have to think about that. Would have spared me tons of lifetime since the face indices simply to be read from the primitives. Finally: ...