not sure whether I got what you mean.
setting the Python Path?
http://www.katsbits.com/tutorials/blend ... riable.php
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Search found 4134 matches
- Sun Oct 26, 2014 3:23 pm
- Forum: 3D/2D models
- Topic: Help in XBG watch dogs format
- Replies: 11
- Views: 6317
- Sat Oct 25, 2014 7:49 pm
- Forum: 3D/2D models
- Topic: Help in XBG watch dogs format
- Replies: 11
- Views: 6317
Re: Help in XBG watch dogs format
hmm, I have several blender installations on different partitions (XP and Win7). On Win7 I get this message on blender2.49b startup: Compiled with Python version 2.6.2. 'import site' failed; use -v for traceback Checking for installed Python... No installed Python found. Only built-in modules are av...
- Sat Oct 25, 2014 2:22 pm
- Forum: 3D/2D models
- Topic: Help in XBG watch dogs format
- Replies: 11
- Views: 6317
Re: Help in XBG watch dogs format
well, "Bad Magic Number", another stupid error message. :D What "they" meant to express is that the compiled python file (.pyc) doesn't match your python version, I guess. here the number is: 0xF2D1 = 62161, that means python version 2.6a1 will be required at least. (I'm using py...
- Sat Oct 25, 2014 1:17 pm
- Forum: Game Archive
- Topic: Shadow Of Mordor .arch05
- Replies: 124
- Views: 134044
Re: Shadow Of Mordor .arch05
Shakotay ( i hope i got it this t ime xD) managed to exctract some geometry as you may have seen, on the first pages of the topic, but i guess he has not fully parsed the model. yep, this time you got it, thx. :) I never parse the models fully. :D But I got the submeshes which seem to overlap parti...
- Fri Oct 24, 2014 10:42 pm
- Forum: 3D/2D models
- Topic: Help in XBG watch dogs format
- Replies: 11
- Views: 6317
Re: Help in XBG watch dogs format
I wouldn't waste my spare time to write a maxscript when there's a working blender python script, especially when it's from Mariusz. :D What's your problem with the script? Did u use blender 2.49? Or got an error message such as: ImportError: No module named newGameLib Then copy the newGameLib folde...
- Thu Oct 23, 2014 10:28 pm
- Forum: 3D/2D models
- Topic: hex2obj and maxscript?
- Replies: 2
- Views: 2701
Re: hex2obj and maxscript?
here's another template (for Fung Wan vkm) due to a user request. converts .vkm to .obj but only the first submesh. For some reason it failed when run from the MAXScript Editor so you'll need to start the script using the "Run Script" button. MAXScript Listener output: fname: C:\Users\user...
- Sat Oct 18, 2014 8:02 pm
- Forum: Code Talk
- Topic: decoding binary markup language file
- Replies: 6
- Views: 2675
Re: decoding binary markup language file
thanks do i use cheat engine to find these entries of is there some dedicated hex editor? afaik cheat engine is not a suiting tool to find start addresses of strings. Use any simple hexeditor. Maybe you can track down the structure after having processed 50 to 100 strings, maybe not. For GBL_item.B...
- Sat Oct 18, 2014 6:23 pm
- Forum: 3D/2D models
- Topic: Need help.
- Replies: 12
- Views: 2587
Re: Need help.
the vertices start after the vertex count. (The only tool I know for getting the vertices' start address is the braintool. But sadly it can't be downloaded anywhere.
)
- Sat Oct 18, 2014 5:03 pm
- Forum: 3D/2D models
- Topic: Need help.
- Replies: 12
- Views: 2587
Re: Need help.
you'll need to find the address of the vertex count. This address (7E26) to be entered in the FungWan extractor tool. The vertex count to be found 4 (or 5) lines below the submesh string ( PC Male Lower 01 in the attached picture). The vertex count to be identified by containing 00 00 (it's very unl...
- Sat Oct 18, 2014 9:03 am
- Forum: Code Talk
- Topic: decoding binary markup language file
- Replies: 6
- Views: 2675
Re: decoding binary markup language file
you really shouldn't open different threads for the same request. (Since your uploaded file is not compressed I answer here.) For your request, here's like I would do it: search for the offsets of the entries in the string table at files end. (there's approx. 3141 entries +74 (used for formatting)) ...
- Fri Oct 17, 2014 8:34 pm
- Forum: 3D/2D models
- Topic: You Are Empty .ds2md 3d-models
- Replies: 9
- Views: 3120
Re: You Are Empty .ds2md 3d-models
I think I'll look for the animation frames but that's not a 15-minutes-job. So may take some time. If you don't want to wait and have some scripting skills (3dsmax or Noesis) you could start investigations in the format, for example in madman.ds2md . There's a whole bunch of floats (litttle endian) ...
- Fri Oct 17, 2014 2:41 pm
- Forum: Compressed files and methods
- Topic: Dragon Ball Xenoverse - Recompress CRILAYLA
- Replies: 8
- Views: 5441
Re: Dragon Ball Xenoverse - Recompress CRILAYLA
Or if there's a better way to repack everything from this cpk [..]?? Thank you :) Did you take into account to use quickbms' reimport feature? I decrypted data_patch.cpk (cpk header and TOC) then qbms can extract all files: offset filesize filename -------------------------------------- 00002800 38...
- Thu Oct 16, 2014 1:58 pm
- Forum: 3D/2D models
- Topic: Need help.
- Replies: 12
- Views: 2587
Re: Need help.
My tools are for free and don't have a built-inWazerHD wrote:Please reply A.S.A.P.
asap support.
At least you seem to have read the vertsCnt_at_ readme...
Search for the vertex count of the lower body (544 dec.) - its address is the one to be entered.
- Tue Oct 14, 2014 5:40 am
- Forum: 3D/2D models
- Topic: You Are Empty .ds2md 3d-models
- Replies: 9
- Views: 3120
Re: You Are Empty .ds2md 3d-models
yes. I don't have the time to check ALL submeshes of every model posted in this forum. So what?Scarabay wrote:shakotay2, the model on your screenshot has no mesh with alpha-channel, just take a look at my screenshot.
here's the skeleton:
- Mon Oct 13, 2014 9:11 pm
- Forum: 3D/2D models
- Topic: Need help.
- Replies: 12
- Views: 2587
Re: Need help.
could you be more precise, please?WazerHD wrote:But it's not converting stuff right. I've tried everything but it didn't seems to work. So i came here and ask again.
For me the FWanExtractor is working as expected for the vkm from your rar:
