Search found 4134 matches

by shakotay2
Sat Oct 04, 2014 12:36 pm
Forum: Game Archive
Topic: Shadow Of Mordor .arch05
Replies: 124
Views: 134044

Re: Shadow Of Mordor .arch05

gregkwaste wrote:Excellent job shotokay :D I'm planning to take a closer look to MMSH format
yes, it's me, the chocotail. :D
The uvs are to be found at offset 8 of the 60 bytes vertex stride. They're using Word (uint16):
troll_uvs.jpg
by shakotay2
Sat Oct 04, 2014 11:21 am
Forum: 3D/2D models
Topic: Search Perfect world animation(stck)
Replies: 48
Views: 16336

Re: Search Perfect world animation(stck)

are you still able to load the ogre animation or does that fail, too? fail as always, no way to load it, In your post as of Thu Sep 11, 2014 2:12 am you wrote well many thanks for support it, thats wonderful, after download I go to test it and no work, the animation loaded but anyway it show like s...
by shakotay2
Sat Oct 04, 2014 6:28 am
Forum: Game Archive
Topic: Shadow Of Mordor .arch05
Replies: 124
Views: 134044

Re: Shadow Of Mordor .arch05

nice armor - point cloud ok, but some corrections required for the obj (grouping/erasing of faces): Troll_PtCloud.jpg You'll need this update 0.22c of hex2obj to enter a face indices count >65535: http://www.uploadmb.com/dw.php?id=1410093768 (exe only, for full 0.22 archive view link in my sig) or s...
by shakotay2
Sat Oct 04, 2014 4:32 am
Forum: 3D/2D models
Topic: Search Perfect world animation(stck)
Replies: 48
Views: 16336

Re: Search Perfect world animation(stck)

are you still able to load the ogre animation or does that fail, too?
by shakotay2
Fri Oct 03, 2014 6:42 pm
Forum: Game Archive
Topic: Dragon Ball Xenoverse EMB archive
Replies: 13
Views: 5599

Re: Dragon Ball Xenoverse EMB archive

Dakilla wrote:I mean the 256x128 dtx5 was this information on the emb?

Code: Select all

Offset    0  1  2  3  4  5  6  7   8  9  A  B  C  D  E  F
000040   02 02 00 FF 00 00 80 00  00 00 00 01 00 00 00 00
height 80 00 00 00 = 128
width 00 01 00 00 = 256
by shakotay2
Fri Oct 03, 2014 4:48 pm
Forum: Game Archive
Topic: Dragon Ball Xenoverse EMB archive
Replies: 13
Views: 5599

Re: Dragon Ball Xenoverse EMB archive

give it a DDS header, change the params 'til you get a pic that makes sense (more or less): emb_DDS_test.JPG Then compare the params to the emb data. That's how I would do it. (To load fake DDS I use DXTbmp because it doesn't complain as DirectX texture tool does when some header bytes are a little ...
by shakotay2
Fri Oct 03, 2014 12:33 pm
Forum: 3D/2D models
Topic: Reign of Revolution MaxScript Help
Replies: 3
Views: 2214

Re: Reign of Revolution MaxScript Help

after checking a lot fo files, no one opened, just a few of them, lol, noone == a few of them? Anyway, the samples you provided have a bone count of zero thus the script has to be changed slightly: i003023.JPG and add material assign too, ok many thanks for all and hope can fix that, thanks for sup...
by shakotay2
Fri Oct 03, 2014 1:24 am
Forum: 3D/2D models
Topic: Search Perfect world animation(stck)
Replies: 48
Views: 16336

Re: Search Perfect world animation(stck)

did you try using max2009?

(what's this DragAndDrop-Macro2.mcr script? It's not delivered with max2013, is it?)
by shakotay2
Fri Sep 26, 2014 7:29 am
Forum: 3D/2D models
Topic: [WIP/REQ] Battlestations Pacific .MMOD
Replies: 5
Views: 2424

Re: [WIP/REQ] Battlestations Pacific .MMOD

sounds like a format where you can waste much time on :D If you sent me a small sample like a box, a book, a plank or something like that I could give it a try. But don't expect too much. edit: the sample you sent me gives a regular structure but is weird. Will have to think about it... Other than s...
by shakotay2
Sat Sep 20, 2014 10:46 pm
Forum: 3D/2D models
Topic: Tantra Online Script Bug
Replies: 3
Views: 1729

Re: Tantra Online Script Bug

Very nice script! :D I'm not interested in the money nor do I believe being able to solve the issue but I'd like to understand the problem. I imported the 12 tmb submeshes, saved the scene into a max file and then exported the scene into one tmb. I imported the dance animation and started it. Now I ...
by shakotay2
Wed Sep 17, 2014 2:02 am
Forum: 3D/2D models
Topic: [Request]Ratchet & Clank: into the Nexus
Replies: 56
Views: 16559

Re: [Request]Ratchet & Clank: into the Nexus

mean the gap between the two tris? Not sure, may be a problem of precision. Hex2obj is using 6 digits only (float precision).
by shakotay2
Wed Sep 17, 2014 1:26 am
Forum: 3D/2D models
Topic: [Request]Ratchet & Clank: into the Nexus
Replies: 56
Views: 16559

Re: [Request]Ratchet & Clank: into the Nexus

the H2Os are like I would have done it (uvs as HF in a 2nd step as u know).
Only irregularity I can see is with the first submesh: this strange "blade of a sword", right?

Then I separated it roughly from the mesh and seems it's a sword with the hilt missing:
tachyon.jpg
by shakotay2
Tue Sep 16, 2014 8:07 pm
Forum: 3D/2D models
Topic: [Request]Ratchet & Clank: into the Nexus
Replies: 56
Views: 16559

Re: [Request]Ratchet & Clank: into the Nexus

thx for the H2Os. Not to bother you but that tachyon-irb is not contained in the zip you uploaded (you know that I don't owe the game:)).