Poll & Discussion: We wish the site to continue (Y/N)
Search found 4134 matches
- Wed Jun 11, 2014 12:07 pm
- Forum: 3D/2D models
- Topic: Help Needed (Hex2Obj) Battlefield 4
- Replies: 5
- Views: 4388
Re: Help Needed (Hex2Obj) Battlefield 4
the hex2obj tutorial is for simple formats only. iirc the BF4 models are stored in *.chunk files and use half floats which are a little bit harder to identify than floats in a hexeditor. Are you capable to identify floats? If "no", you should start with the simple example in the hex2obj tu...
- Tue Jun 10, 2014 9:18 am
- Forum: 3D/2D models
- Topic: [NOESIS] Dragon Nest, help needed
- Replies: 24
- Views: 16711
Re: [NOESIS] Dragon Nest, help needed
I tried every Dragon Nest‘s tools, but there's no one can convert anim files successful. Does that apply to this one, too? http://www.dnmodz.com/guides/msh-converter/ Brief: "You can choose a msh file,as well as its animation file(*.ani) that you can finish a msh-to-fbx conversion." (If i...
- Tue Jun 10, 2014 1:02 am
- Forum: 3D/2D models
- Topic: Shin Megami Tensei PS2 model format
- Replies: 4
- Views: 5383
Re: Shin Megami Tensei PS2 model format
using hex2obj (view link in my sig): luci_PB.JPG other submesh: 0x72FA0 471 Vb0 0x0 0x73350 179 020000 0x0 255 (copy previous 6 lines into an empty txt file and save it as luci_mask.h2o for example then load model and h2o into hex2obj) hex2obj is intended for a quickcheck only, to get the full model...
- Sun Jun 08, 2014 12:10 pm
- Forum: Game Archive
- Topic: [PS3] Captain America: Super Soldier .DATA
- Replies: 16
- Views: 9545
Re: [PS3] Captain America: Super Soldier .DATA
someone would have to check these blocks in captainamerica.mesh : Offset 0 1 2 3 4 5 6 7 8 9 A B C D E F 062670 >00 01 02 00 6D 16 11 3F 01 A7 00 00 0C E0 3F D4 062680 BA 0D 2E 49 39 2C BC 00 39 A2 3B 9C 39 A2 3B 9C 062690 39 A2 3B 9C C3 0A CB 4D >00 01 02 00 72 D1 0B DE 0626A0 01 4E 00 00 0C E0 3F ...
- Sun Jun 08, 2014 9:26 am
- Forum: 3D/2D models
- Topic: xmx 3D files Sega GT 2002
- Replies: 46
- Views: 15645
Re: xmx 3D files Sega GT 2002
Offset 0 1 2 3 4 5 6 7 8 9 A B C D E F 010D0 02 00 00 00 00 00 00 00 4D 4E 58 54 56 50 52 47 ........MNXTVPRG 010E0 8C 01 00 00 00 00 00 00 >66 0C 00 00 00 00 00 00 -- vertex count 010F0 >2C 16 00 00 00 00 00 00 00 00 00 00 00 00 00 00 -- face indices count vertex count is 0xC66 = 3174 , face indic...
- Sat Jun 07, 2014 6:51 pm
- Forum: 3D/2D models
- Topic: xmx 3D files Sega GT 2002
- Replies: 46
- Views: 15645
Re: xmx 3D files Sega GT 2002
using hex2obj (view link in my sig):
(There seem to be superfluous faces inside the chassis when viewing the obj in blender for example.)
There are 18 assumed starts of face indices blocks (0000 0100 0200...) after 0x2E9E8. Didn't check them.
There are 18 assumed starts of face indices blocks (0000 0100 0200...) after 0x2E9E8. Didn't check them.
- Fri Jun 06, 2014 4:05 pm
- Forum: 3D/2D models
- Topic: Point Blank Meshes
- Replies: 5
- Views: 4480
Re: Point Blank Meshes
http://forum.xentax.com/viewtopic.php?f=16&t=11454 @ShinobiMao: concerning your PM: hex2obj was designed for users who "aren't sure how to use it". :) You don't need to know the exact face indices count at the beginning. Just start with 500 if you are unsure. But don't forget to copy t...
- Mon Jun 02, 2014 1:28 pm
- Forum: 3D/2D models
- Topic: S4L Model Exporting
- Replies: 64
- Views: 35104
Re: [Request]S4 League Model Exporting
well, the asteroid caused me some headache. Though I manged to get rid of absolute addresses I had to introduce some file specific conditions (if count==x) which make the script hard to read: fn horrible startA j jMax= ( nmaAddr= ftell f print ("num_morph_anims at "+"0x"+bit.intA...
- Sat May 31, 2014 3:00 pm
- Forum: 3D/2D models
- Topic: S4L Model Exporting
- Replies: 64
- Views: 35104
Re: [Request]S4 League Model Exporting
Finally I managed to get your script logging the morphing part of taserplasma.scn without errors. (Hah, really exhausting, I'm curious how fatduck solved this.) Since my changes depend on absolute addresses for this one file I'll send the script per PM, Seyren. (I'm too tired now to search for flags...
- Sat May 24, 2014 3:01 pm
- Forum: 3D/2D models
- Topic: Rage (idTech5) model format md6
- Replies: 116
- Views: 48119
model format bmd6model
If you need the mesh only try this tool: http://www.uploadmb.com/dw.php?id=1400939640Ganonmaster wrote:I've been trying the importer with bmd6model files extracted from Wolfenstein: The New Order
(quick hack only)
- Sat May 24, 2014 9:10 am
- Forum: 3D/2D models
- Topic: Princess and the frog model help
- Replies: 3
- Views: 2871
Re: Princess and the frog model help
Thank you.Two things,first can i use the same settings for every model in the game? For few games the startaddress for vertices is the same but in general it is different. Vertices count and the two params for go1 are variable. (There's a tutorial button ("tut") in hex2obj.) And two, the ...
- Fri May 23, 2014 10:58 pm
- Forum: Old posts
- Topic: Kengo 3 PS2
- Replies: 21
- Views: 17415
Re: Kengo 3 PS2
I just have one question about Face data needing to skip so many bytes (for example 36 in the previous examples). Is that not some what wasteful? or is other data naturally stored in between the indices. As for the animation file: there are floats stored in this space. But it's not clear whether it...
- Fri May 23, 2014 8:31 am
- Forum: 3D/2D models
- Topic: Help animation File
- Replies: 1
- Views: 2293
Re: Help animation File
hmm, "open, edit and save"? Afaik there's no general tool for if you mean that. (You could use a hexeditor but that's doesn't turn out to be very comfortable.) First of all you need to analyse. On a quick view I found this: 1. Bone09 01 2D 95 7C 08 06 14 00 98 01 3F 01 00 00 00 00 00 00 00...
- Fri May 23, 2014 8:02 am
- Forum: Old posts
- Topic: Kengo 3 PS2
- Replies: 21
- Views: 17415
Re: Kengo 3 PS2
thx. Well, we have 163 of these 01000000... blocks and 292 of the 02000000.., in sum 455. If it were 456 it would fit to 24*19. From 0x6C70 it looks like mesh data (face indices starting from 6C60) but sadly it isn't. Copy the following 6 lines into an empty text file and rename it to whatever.H2O. ...
- Thu May 22, 2014 9:03 pm
- Forum: Old posts
- Topic: Kengo 3 PS2
- Replies: 21
- Views: 17415
Re: Kengo 3 PS2
well, an animation file without the suiting model file does not make much sense. Then do you know the english translation of KATA, SAKO, UDE, TE, MUNE, HIZA, MOMO, ASI? Could be the bones. Here's a rough structure of the supposed animation file: structures.JPG There might be positons/rotations conta...
