though it's not too hard in qbms i prefer using "C".
http://www.uploadmb.com/dw.php?id=1409559891
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- Mon Sep 01, 2014 9:29 am
- Forum: Game Archive
- Topic: [request]bms script for dump irb from dat(resistance 2/3)
- Replies: 6
- Views: 3531
- Sat Aug 30, 2014 1:57 pm
- Forum: 3D/2D models
- Topic: GMO models, bones etc.
- Replies: 7
- Views: 2391
Re: GMO models, bones etc.
As you see model is good, but there are no textures. Any ideas? Since you didn't write what you did exactly there's only wild guessing. This gmo format seems to be somewhat tolerant when inserting data. For example I added 0x70 bytes bone data to Kurenai.GMO (without changing counts or offsets) and...
- Wed Aug 27, 2014 4:49 pm
- Forum: 3D/2D models
- Topic: Risen 3 Titan Lords
- Replies: 20
- Views: 7071
Re: Risen 3 Titan Lords
but then there should be a difference between the mat file for body, fabric and hat, leather (apart from the strings and that one float value)? mat_comparison.JPG (For R2 the mat strings were stored in the xskn, so were the face indices indicating the start of a new submesh. For R3 it might be the c...
- Wed Aug 27, 2014 2:19 pm
- Forum: 3D/2D models
- Topic: Risen 3 Titan Lords
- Replies: 20
- Views: 7071
Re: Risen 3 Titan Lords
We might be required to have a look at the PhysX 3.2 SDK which was used to create the clo files. While you can get the "transission" between submeshes for R2 xskn manually by just deleting enough face lines (f f1 f2 f3) from the end of the obj file this doesn't work for R3 skn: Patty_fst_S...
- Wed Aug 27, 2014 2:58 am
- Forum: 3D/2D models
- Topic: Risen 3 Titan Lords
- Replies: 20
- Views: 7071
Re: Risen 3 Titan Lords
Still looking for info about the mesh parts, I see the addresses like you explained in the mat files The entries that look similar to your info are the 0x6C880000 ones. This is the size of the vertex buffer to use? So the (x)mat strings are not contained in the model file? I could try to answer you...
- Tue Aug 26, 2014 11:22 pm
- Forum: 3D/2D models
- Topic: Risen 3 Titan Lords
- Replies: 20
- Views: 7071
Re: Risen 3 Titan Lords
Is the model format similar to Risen 2 *._xskn? For R2 Venturo I imported the obj separated by groups. Groups created by inserting "g Mesh.00x" lines when creating the obj, x= 1..4 for Venturo xskn. This is the loop for inserting grouping lines into an obj: for (k=0;k < dwFaceIndexCnt;k++)...
- Sat Aug 23, 2014 8:05 pm
- Forum: 3D/2D models
- Topic: Help with Brutal Legend Noesis Script?
- Replies: 10
- Views: 3651
Re: Help with Brutal Legend Noesis Script?
Be sure I got it. But are you sure all users of Noesis will do?MrAdults wrote:I guess you didn't get that "provided indices" refers to the index buffer.
As I can see this discussion is leading to nothing. So let's stop it.
- Sat Aug 23, 2014 8:00 am
- Forum: 3D/2D models
- Topic: Help with Brutal Legend Noesis Script?
- Replies: 10
- Views: 3651
Re: Help with Brutal Legend Noesis Script?
well, seems you took it as offence as it was not meant to be. What about catching this 'Runtime error'? or omitting a message like `check the face indices`? You could replace hex2obj with a 50-line Noesis script, [...] Interesting thought. And 'yes', I know, hex2obj is a poor tool. But for me it's r...
- Thu Aug 21, 2014 7:12 pm
- Forum: 3D/2D models
- Topic: G.I. Joe Rise of Cobra PS2 .DAT Filetype
- Replies: 8
- Views: 2503
Re: G.I. Joe Rise of Cobra PS2 .DAT Filetype
And hex2obj might further confuse newcomers, they would have 0 technical understanding and just expect to open a file and go... Which will never be the case well, it's made for noobs. But it is not made for noobs, who don't read the tutorial . :D (I will place this phrase in the next version's intr...
- Thu Aug 21, 2014 5:53 pm
- Forum: 3D/2D models
- Topic: hex2obj and maxscript?
- Replies: 2
- Views: 2701
hex2obj and maxscript?
well, from the beginning I was thinking of improving hex2obj (view link in my sig) in a "variable way" to get better access to more complex model formats. Why not making it capable of loading/executing phyton scripts for example? But I quickly realized that it would make no sense -trying- ...
- Thu Aug 21, 2014 5:24 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294179
Re: Extracting simple models
i still cant get it, i cant understand the tutorial it's not a matter of understanding the tutorial for simple models. Sometimes the faceindices are harder to find. how about this model https://drive.google.com/file/d/0B1a-gFgVytjBVk9BOXZMSzF5d0U/edit?usp=sharing would you like to explain it to me?...
- Thu Aug 21, 2014 2:35 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294179
Re: Extracting simple models
Where does the actual vertex data start in the FF 40 01 65 blocks? with an offset of 12 bytes. Whenever I import an obj ripped through hex2obj I get a vertex coordinate too big error. have a look into the created test.obj and delete such line v 2.66814e+024 -0.633696 -0.604305 and all following &qu...
- Thu Aug 21, 2014 10:14 am
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294179
Re: Extracting simple models
just combine the pieces (23, 24 or 13 vertices for example):
Sadly I'm not interested in these models so I won't waste more time on this.
- Thu Aug 21, 2014 1:21 am
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294179
Re: Extracting simple models
could create some kind of shape from one of these "FF 40 01 65" blocks but I'd be surprised if they were submeshes: # luci.pb, 0x3a28c v 262.475433 -34.607494 10.095575 #0.691020 v 273.074280 -34.477058 11.986241 #0.588228 v 274.774658 -16.777943 24.374386 #0.518328 v 258.630157 -20.561417...
- Wed Aug 20, 2014 10:06 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294179
Re: Extracting simple models
What you found is not submeshes. Vertex data blocks with a preceeding pattern like this: FF 40 01 65 xx are assumed to be animation data (maybe position or rotation tables). edit: ok, obviously I was wrong. The blocks contain mesh data, but it's split into groups of 24 vertices, hell knows, why Also...
