Search found 4134 matches

by shakotay2
Mon Aug 18, 2014 9:52 am
Forum: 3D/2D models
Topic: Bad Company 2 Mesh importer
Replies: 8
Views: 2516

Re: Bad Company 2 Mesh importer

well, that's some work, you know? :D (Your mix of reading from mfile and sfile is a little bit confusing.) I modified your script (for reading the header after @0007 I used mfile only). It works with the parrot now (first submesh only) and there are some weird faces. Didn't check this in depth, no t...
by shakotay2
Sun Aug 17, 2014 11:44 am
Forum: 3D/2D models
Topic: Help with Brutal Legend Noesis Script?
Replies: 10
Views: 3651

Re: Help with Brutal Legend Noesis Script?

how should anyone help you if you don't tell the whole truth? :D You commented out rapi.rpgCommitTriangles() . So why? Guess because of this error: "RuntimeError: Position buffer would have been read out of bounds by provided indices." Don't know why it complains about the position buffer ...
by shakotay2
Sat Aug 16, 2014 5:01 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

If the games are using the same game engine it may work; mostly it doesn't.

BTW: Accelerator Suit, most likely it's not to be found in mega bytes sized .dat files.
It's just a guess but there might be seperate model files.
by shakotay2
Sat Aug 16, 2014 9:46 am
Forum: 3D/2D models
Topic: Search Perfect world animation(stck)
Replies: 48
Views: 16336

Re: Search Perfect world animation(stck)

thx, but that's too late. :D As you can imagine I wrote a program on my own to analyse the .stck files. The output is nearly the same: 1. c: 3 / 3 = 1 0.000000 0.000000 -0.000000 2. 38: 4 / 4 = 1 0.500000 0.500000 0.500000 0.500000 3. 64: 18 /3 = 6 0.181932 -0.317132 0.125416 0.182031 -0.317132 0.12...
by shakotay2
Sat Aug 16, 2014 2:15 am
Forum: 3D/2D models
Topic: Search Perfect world animation(stck)
Replies: 48
Views: 16336

Re: Search Perfect world animation(stck)

this is the boss clenching his left fist but the last frames are looking a little bit weird.
Also I've to get rid of the hardcoded offsets I used.
boss_leftFist.JPG
by shakotay2
Fri Aug 15, 2014 11:52 am
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

Nope, Hex2obj was written to help noobs to analyze simple models and for my understanding it fullfills these needs (maybe not perfectly) If it comes to more complex files such as these PS2 .DAT files "you need to invest some time to get results". If you hate this, well, then you'll need to...
by shakotay2
Wed Aug 13, 2014 9:32 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

most of the data in 0000003a.dat seems to be textures. It's a rather big file so you have to separate the textures from the model data (using TextureFinder or a similar tool.) You need to invest some time to get results. This looks as if it were some kind of map: mapE478F0.JPG btw: "separate&qu...
by shakotay2
Wed Aug 13, 2014 6:57 pm
Forum: 3D/2D models
Topic: .obj to Source Engine 2 .vmdl
Replies: 6
Views: 3167

Re: .obj to Source Engine 2 .vmdl

iirc Source SDK can import SMD files. There's also an obj2smd converter available (for static models only).
Did you take into consideration to try it this way for SE2?
by shakotay2
Wed Aug 13, 2014 7:42 am
Forum: 3D/2D models
Topic: Shin·Janryumon .node file
Replies: 2
Views: 1083

Re: Shin·Janryumon .node file

using hex2obj (view link in my sig):
gold_table.JPG
There's an estimated amout of 28 submeshes (search for 01000000 0100000001).
A script would be useful to load them automatically.
by shakotay2
Mon Aug 11, 2014 4:26 pm
Forum: 3D/2D models
Topic: League of legends model problems....
Replies: 82
Views: 30253

Re: League of legends model problems....

@Fatduck: you're right (as always)
Stupid me called such a function:
Quat Fatduck_quatDecompress(short AxisFlag, short s0, short s1, short s2)
but passed AxisFlag, s2, s1, s0 to it.

@krolik: you've to be more precise. (Do you mean "C" code?)
by shakotay2
Mon Aug 11, 2014 2:37 pm
Forum: 3D/2D models
Topic: League of legends model problems....
Replies: 82
Views: 30253

Re: League of legends model problems....

wow, you're absolutely incredible! :D checked this with 730b 5dFB c15F 011 100110000101101 011101111110111 100000101011111 which should uncompress to float x=0.134586, y=-0.044547, z=0.015197, w=0.989783 ; and, yes, it works! Only "issue" I have is that x and z values are swapped. edit: er...
by shakotay2
Sun Aug 10, 2014 1:53 pm
Forum: 3D/2D models
Topic: League of legends model problems....
Replies: 82
Views: 30253

Re: League of legends model problems....

the WORD/radians solution doesn't work: v4: rot [921] radians (Yaw,Pitch,Roll) 0.269453 -0.092406 0.018171 v5: rot [0] C15F, 5DFB, 730B -> 49503 24059 29451 ----------------------- v4: pos[461] [0,7.2594,-0.150847] rot[903] [0.0920504,0.000548487,0.00319343,0.995749] 0.184364 0.000504 0.006461 radia...
by shakotay2
Sat Aug 09, 2014 4:20 pm
Forum: 3D/2D models
Topic: League of legends model problems....
Replies: 82
Views: 30253

Re: League of legends model problems....

The position and rotation values are the same, but the lists are sorted and indexed differently. (BFFF, DFFF, 6FFF) is definitely zero rotation, but I don't know how to unpack it. not sure whether I understood you correctly. How you know the values in both anm files are the same? For aatrox_run.anm...
by shakotay2
Fri Aug 08, 2014 6:27 pm
Forum: 3D/2D models
Topic: Adobe Shockwave .3DG
Replies: 14
Views: 3479

Re: Adobe Shockwave .3DG

lemurboy12 wrote:yes I did. I've lost interest in the Hey Arnold models at the moment
too bad that I took your request for serious... :D