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Search found 4134 matches
- Fri Jul 11, 2014 9:24 am
- Forum: 3D/2D models
- Topic: Help Macross 30 MLD
- Replies: 41
- Views: 11444
Re: Help Macross 30 MLD
source code for shakotay if he wants to complete it: thank you - but I don't want to dig too deep into this. Also I don't have the include files (X_GAME library?) to perform a quick compile. i tried shakotay's script on data/ms/000/gb_000.obj and it output a blank obj. the konig tool was made on th...
- Thu Jul 10, 2014 10:54 pm
- Forum: 3D/2D models
- Topic: Starship Troopers .SBM Filetype
- Replies: 6
- Views: 1950
Re: Starship Troopers .SBM Filetype
do I need to change the values in the Hex2OBJ program or does it do that automatically? I dream that dream every night... :D nope, it doesn't. you'll have to enter the values manually and they vary for every submesh. Guess you made a typo: vertices start address is 26 D , not 260 btw, the model I s...
- Thu Jul 10, 2014 8:31 pm
- Forum: 3D/2D models
- Topic: Starship Troopers .SBM Filetype
- Replies: 6
- Views: 1950
Re: Starship Troopers .SBM Filetype
using hex2obj (view link in my sig):
address of DWORD vertex count: 8 bytes before vertices start address (1st submesh: 0x26D). DWORD face indices count: 8 bytes before startaddress of faceindices (1st SM: 0x1F5F1)
- Thu Jul 10, 2014 4:16 pm
- Forum: 3D/2D models
- Topic: Help Macross 30 MLD
- Replies: 41
- Views: 11444
Re: Help Macross 30 MLD
since there are too many submeshes I made a tool: http://www.uploadmb.com/dw.php?id=1405005143 mb_b61.JPG There were some smaller submeshes which seemed to have a vertex block size of 24 instead of 28. Those are excluded (depending on the threshold of 54 vertices (lower right editbox value)). Intere...
- Tue Jul 08, 2014 11:23 pm
- Forum: 3D/2D models
- Topic: noesis script help for a model.
- Replies: 7
- Views: 2705
Re: noesis script help for a model.
2nd matrix did affect the model - kept that one. [...] So has anyone any ideas if there are some existign formats that would be similar to this[...] ? Nope, I don't have. From your example2.mesh talking about the 2nd matrix ( viewMatrix from your Noesis script) which is ((0.7660925388336182, 0.6428...
- Mon Jul 07, 2014 9:57 pm
- Forum: 3D/2D models
- Topic: 3d transform matrices.
- Replies: 5
- Views: 1869
Re: 3d transform matrices.
Like if you want to move the object x 10f, y10f, z10f From the wiki (http://en.wikipedia.org/wiki/Translation_%28geometry%29): http://www11.pic-upload.de/thumb/07.07.14/ryq5nyaqkmj.jpg (With 10f expected to be 10.0 (?) vx, vy, vz would be set to 10.0 each.) But as Seyren mentioned: "it's a who...
- Sun Jul 06, 2014 11:25 pm
- Forum: Game Archive
- Topic: Heroes of the Storm Alpha Research!
- Replies: 17
- Views: 9247
Re: Heroes of the Storm Alpha Research!
Walk animation of Storm_Pet_AbathurLocust_Base.m3 , 0xC140 Walk_full For .x animation files the frame count for each bone normally is the same but for the Storm_Pet .m3 file it is not. Each bone should have a table for his positions and one for his rotations but here it seems to be 11 tables (pos) v...
- Sat Jun 28, 2014 9:50 pm
- Forum: Game Archive
- Topic: FF Type-0 english patched yellow.pkg extraction problem
- Replies: 8
- Views: 3575
Re: FF Type-0 english patched yellow.pkg extraction problem
well, there are lots of 0000803F patterns in the yellow.pkg.036 sample but I don't seem to find structures like these 0x0cc0: 1.000000 vt 0.923732 0.789801 BB 07 97 00 v 3.891663 1.275635 3.909912 0.000000 00 00 00 00 0x0cdc: 1.000000 vt 0.997276 0.789363 00 0C 82 00 v 0.000000 1.276001 3.897705 0.0...
- Sat Jun 28, 2014 7:33 am
- Forum: Game Archive
- Topic: Black Mirror 2 .dat file
- Replies: 6
- Views: 2519
Re: Black Mirror 2 .dat file
The mentioned data block has to be exported as a binary file and named as anyname.dds. Just simple as this.MiLØ wrote:This went right over my head, no idea what it means![]()
- Wed Jun 25, 2014 12:37 am
- Forum: Game Archive
- Topic: FF Type-0 english patched yellow.pkg extraction problem
- Replies: 8
- Views: 3575
Re: FF Type-0 english patched yellow.pkg extraction problem
Sorry for late response Shakotay2, here's a file that you asked. Its not 1 MB exact,but it contain hex pattern that you asked for. I hope i hear a good news from you :D thx, but I don't see the requested pattern in it (4x 00 then 0x21 0x27) Anyway it's a sequence indicating a model file. So since y...
- Mon Jun 23, 2014 11:06 am
- Forum: Game Archive
- Topic: Black Mirror 2 .dat file
- Replies: 6
- Views: 2519
Re: Black Mirror 2 .dat file
Maybe. But who will?MiLØ wrote:Though it can be seen via Hex editor that there are some TGA files inside. Maybe some further extraction method can be applied?
There are only 32x .tga strings contained but a whole bunch of "dds".
I checked the one at 0x1C80E up to 0x21C891:
- Mon Jun 23, 2014 1:36 am
- Forum: Game Archive
- Topic: FF Type-0 english patched yellow.pkg extraction problem
- Replies: 8
- Views: 3575
Re: FF Type-0 english patched yellow.pkg extraction problem
could you upload another 1MB yellow.pkg_xxx which contains this hex pattern at the beginning of the file, plz?
00 00 00 00 21 27
btw, did you try FF7CC_Extractor on the 2.65 GB file?
00 00 00 00 21 27
btw, did you try FF7CC_Extractor on the 2.65 GB file?
- Fri Jun 20, 2014 7:54 pm
- Forum: 3D/2D models
- Topic: [NOESIS] Dragon Nest, help needed
- Replies: 24
- Views: 16711
Re: [NOESIS] Dragon Nest, help needed
thx.
This is the skeleton. I'm unsure whether Bip01 is a dummy.
If so there should be a direct connection between Pelvis and Spine.
This is the skeleton. I'm unsure whether Bip01 is a dummy.
If so there should be a direct connection between Pelvis and Spine.
- Fri Jun 20, 2014 9:36 am
- Forum: Code Talk
- Topic: Some idea how x86 works, can I reverse algorithms now?
- Replies: 9
- Views: 3563
Re: Some idea how x86 works, can I reverse algorithms now?
depends on the programs - many game exes have copy protections and/or anti debugging features. Ollydbg has an anti-anti-debugger plugin (for IDA I don't know). If you try to debug your legal earned copy protected game exe you'll find this being impossible when starting the exe by the debugger. Often...
- Thu Jun 19, 2014 6:01 pm
- Forum: Game Archive
- Topic: Tales of Graces f .FPS4 and .tex help?
- Replies: 3
- Views: 2001
Re: Tales of Graces f .FPS4 and .tex help?
finding some submesh parameters is easy, just search for 00 00 00 01: Offset 0 1 2 3 4 5 6 7 8 9 A B C D E F 013D60 00 00 00 01 013D70 01 F4 03 64 00 00 00 01 00 02 FF FF 00 03 00 00 the following word 0x1F4 is the vertex count , 0x364 is the face indices count succeeding 00 00 00 01 00 02 are face ...
