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- Mon Oct 13, 2014 4:37 pm
- Forum: 3D/2D models
- Topic: League of legends model problems....
- Replies: 82
- Views: 30253
Re: League of legends model problems....
I'm willing to write an import/export script for Blender (I decided to go with Blender since it's free) [...] It would be really awesome if someone could explain to me how the position of vertices and faces (etc.) is represented in the files. Afair there's nothing special with the static mesh. Vert...
- Mon Oct 13, 2014 11:48 am
- Forum: 3D/2D models
- Topic: You Are Empty .ds2md 3d-models
- Replies: 9
- Views: 3120
Re: You Are Empty .ds2md 3d-models
There are only static mesh converters\importers, The model format is very simple: madman.JPG that's the reason why there are tools for the static mesh. but I need skin\anims too, that's a little bit harder/time consuming to get them. (I will look for the skeleton as soon as I've some spare time.)
- Fri Oct 10, 2014 10:55 am
- Forum: 3D/2D models
- Topic: POD Format.
- Replies: 4
- Views: 1373
- Fri Oct 10, 2014 7:11 am
- Forum: 3D/2D models
- Topic: PS All-Stars Battle Royale(final version ea05-cskn)
- Replies: 20
- Views: 9254
Re: PS All-Stars Battle Royale(final version ea05-cskn)
thx.
UVBuff = rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_HALFFLOAT, vSize, 12)
UVBuff = rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_HALFFLOAT, vSize, 12)
- Thu Oct 09, 2014 7:08 pm
- Forum: 3D/2D models
- Topic: PS All-Stars Battle Royale(final version ea05-cskn)
- Replies: 20
- Views: 9254
Re: PS All-Stars Battle Royale(final version ea05-cskn)
how to build groups (i.e. submeshes) using Noesis script? (so that exported wavefront models contain lines such as g mesh0) I tried it manually for the first 4 submeshes and first I thought I failed since the left foot wasn't part of the lower body (left part of pic). Then I realized that it's a mat...
- Thu Oct 09, 2014 3:06 pm
- Forum: 3D/2D models
- Topic: PS All-Stars Battle Royale(final version ea05-cskn)
- Replies: 20
- Views: 9254
Re: PS All-Stars Battle Royale(final version ea05-cskn)
thx, kovalevich007. I added some lines to your script if you don't mind: #sample class from inc_noesis import * indOffArr = [0x1C00, 0x5100, 0x10100, 0x1B280, 0x26800, 0x31B00, 0x3CE80, 0x42280, 0x4DC00]# 4 addresses to be added matName = ["0", "1", "2", "3", ...
- Thu Oct 09, 2014 11:46 am
- Forum: 3D/2D models
- Topic: POD Format.
- Replies: 4
- Views: 1373
Re: POD Format.
for the static mesh use hex2obj (view link in my sig):
- Wed Oct 08, 2014 12:24 pm
- Forum: 3D/2D models
- Topic: TAKE A LOOK !
- Replies: 33
- Views: 7270
Re: TAKE A LOOK !
if the overflow error windows is showing ...Max IB : 29999
you might patch 3 bytes in your patched dll:
2ED9 F0
388B5 F0
394D4 F0
If this doesn't work it will be required to attach OllyDbg to the running game
and debug the problem using breakpoints.
you might patch 3 bytes in your patched dll:
2ED9 F0
388B5 F0
394D4 F0
If this doesn't work it will be required to attach OllyDbg to the running game
and debug the problem using breakpoints.
- Wed Oct 08, 2014 11:46 am
- Forum: 3D/2D models
- Topic: TAKE A LOOK !
- Replies: 33
- Views: 7270
Re: TAKE A LOOK !
you could use a hexeditor to edit 20 bytes as shown in the code: replaced B8 0B by 2F 75 (3000 -> 29999) replaced 28 23 by D2 F0 (9000 -> 61650) 1. column: address 2. column: original byte 3. column: patched byte Offsets: hexadec. 2ED8: B8 2F 2ED9: 0B 75 2EFC: 28 D2 2EFD: 23 F0 3880B: 28 D2 3880C: 2...
- Wed Oct 08, 2014 2:00 am
- Forum: 3D/2D models
- Topic: TAKE A LOOK !
- Replies: 33
- Views: 7270
Re: TAKE A LOOK !
yes, but it's late here and I've to fall asleep now.
If you didn't manage it for yourself I'll post the edited dll tomorrow.
Good night.
If you didn't manage it for yourself I'll post the edited dll tomorrow.
Good night.
- Wed Oct 08, 2014 1:46 am
- Forum: 3D/2D models
- Topic: TAKE A LOOK !
- Replies: 33
- Views: 7270
Re: TAKE A LOOK !
GMMan explained it. Do you have OllyDbg? The 3000 to be changed is here: 200388B3 |. BF B80B0000 MOV EDI,0BB8 200388B8 |. 3BC7 CMP EAX,EDI and here 200394D2 |. BF B80B0000 MOV EDI,0BB8 200394D7 |. 3BC7 CMP EAX,EDI 20002ED7 |. 68 B80B0000 PUSH 0BB8 << not sure edit: 20002EFB |. 68 28230000 |PUSH 2328...
- Wed Oct 08, 2014 1:36 am
- Forum: 3D/2D models
- Topic: TAKE A LOOK !
- Replies: 33
- Views: 7270
Re: TAKE A LOOK !
that's the addressess where the instruction starts, the data (0x2328=9000 dec.) to be changed is at address+1: (data in code is 28 23 because of little endian, low byte, high byte) >> 2003880A |. 3D 28230000 |CMP EAX,2328 2003880F |. 7E 5B |JLE SHORT 2003886C --------- >> 20038827 |. 68 28230000 |PU...
- Sat Oct 04, 2014 9:35 pm
- Forum: 3D/2D models
- Topic: Search Perfect world animation(stck)
- Replies: 48
- Views: 16336
Re: Search Perfect world animation(stck)
well, don't know where the problem might be. Checked it with max2009, no error messages: test_PerfWorld.JPG issue: the king's only rotating. (same with ogre's arm which had no translation) That's the problem with my script but since I don't have the game (or english names of stck files) I don't know...
- Sat Oct 04, 2014 6:40 pm
- Forum: 3D/2D models
- Topic: Search Perfect world animation(stck)
- Replies: 48
- Views: 16336
Re: Search Perfect world animation(stck)
thank you for your explanations! :) 1. well, my script wasn't designed to work with max2013 and I don't have the time to deal with it. 2. I remember renaming the unreadable stck filenames (not sure whether I mentioned it in one of my PMs), so yep, no UNICODE support by my script, too, I guess (would...
- Sat Oct 04, 2014 5:29 pm
- Forum: 3D/2D models
- Topic: TAKE A LOOK !
- Replies: 33
- Views: 7270
Re: TAKE A LOOK !
fuck you ! Welcome to the forum. :) Yes, Hugo is as nasty as his avatar and you've reason to be upset. I don't have any clue what he intended but seems he got what he was looking for... Anyway - for your request: which game? What did you do exactly that caused the error message to appear? Also keep...
