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- Wed May 21, 2014 10:43 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294178
Re: Extracting simple models
And last not least you should know the difference between an address and a data byte. Ok i am not always certain on this especially if i am working on a very small file. So why? Think of a binary file of 4 data bytes: 05 06 07 08 The address "is a counter" to help you access the bytes: ad...
- Wed May 21, 2014 10:33 pm
- Forum: Old posts
- Topic: Kengo 3 PS2
- Replies: 21
- Views: 17415
Re: Kengo 3 PS2
using hex2obj (view link in my sig) from this post: http://forum.xentax.com/viewtopic.php?f=16&t=11404&p=93819&hilit=hex2obj#p93819: Kengo3_PS2.JPG (I used little endian (litE) for file 000019576832 although I thought PS2 files were using big endian?) (Not to confuse: the vertex "fl...
- Sun May 18, 2014 5:12 pm
- Forum: 3D/2D models
- Topic: Splinter Cell 1 - Meshfile extracted :)
- Replies: 7
- Views: 4216
Re: Splinter Cell 1 - Meshfile extracted :)
But I'm unable to find any information to Vertex-Count or Index-Count. Me, too. For some formats they aren't contained in the model file. Using hex2obj (view link in my sig) you only need to calculate/estimate the face indices count - the resulting vertex count is shown in the lower left list box t...
- Sat May 17, 2014 11:11 am
- Forum: 3D/2D models
- Topic: HMDL Model file Question.
- Replies: 16
- Views: 5159
Re: HMDL Model file Question.
The H2O data is not intended to be entered manually. So no need to "understand" "121000". (btw the UV pos is wrong - 32 seems to fit better) Create an empty txt file, copy the lines into it and save it as chainsaw.H2O for example. Then load the model and the H2O file into hex2obj...
- Fri May 16, 2014 1:20 pm
- Forum: 3D/2D models
- Topic: S4L Model Exporting
- Replies: 64
- Views: 35104
Re: [Request]S4 League Model Exporting
Also, with this maxscript, when i try to get the Asteroid.scn model, the whole 3ds max crashes, and i don't know why [...] hehehe, the reason is: you're reading a count of 1,324,679,169 here End_Morph=#() for i = 1 to num_Morph_Animation do ( Tick_Time = readlong f readlong f count = readlong f aft...
- Thu May 15, 2014 7:22 pm
- Forum: 3D/2D models
- Topic: HMDL Model file Question.
- Replies: 16
- Views: 5159
Re: HMDL Model file Question.
here's the H2O file for the chainsaw:
you'll have to handle the errorness faces for yourself.
Also I didn't solve the magician's problem so far.
(be aware that its VBlockSize is 80)
Code: Select all
0x594 595
Vb1
64 48
0xF7C 560
121000
0x0 255Also I didn't solve the magician's problem so far.
(be aware that its VBlockSize is 80)
- Thu May 15, 2014 1:48 pm
- Forum: Tutorials
- Topic: Noesis tutorial Basic Model
- Replies: 75
- Views: 85259
Re: Noesis tutorial Basic Model
didn't get exactly what you mean. use this for sword.scn (and only sword.scn): #Noesis Python model import+export test module, imports/exports some data from/to a made-up format from inc_noesis import * import noesis #rapi methods should only be used during handler callbacks import rapi #registerNoe...
- Thu May 15, 2014 5:08 am
- Forum: Game Archive
- Topic: [Wii] Tenchu : tmp files and endianess
- Replies: 2
- Views: 1746
Re: [Wii] Tenchu : tmp files and endianess
I am slightly confused cos the strings appear intact (I dont think they are ever affected by endian conversion). strings can be looked up as a sequence of bytes or a byte array. These are not affected by the endianness "by definition". The problems is that there were Havok files outside t...
- Tue May 13, 2014 7:10 am
- Forum: Tutorials
- Topic: Noesis tutorial Basic Model
- Replies: 75
- Views: 85259
Re: Noesis tutorial Basic Model
use this line:
if bs.readInt() != 0x00000001 :
because the signature 01 00 00 00 in the header is little endian.
if bs.readInt() != 0x00000001 :
because the signature 01 00 00 00 in the header is little endian.
- Sun May 11, 2014 7:08 pm
- Forum: 3D/2D models
- Topic: HMDL Model file Question.
- Replies: 16
- Views: 5159
Re: HMDL Model file Question.
huuah, me, I'm such a dumbo...
(Although there are some errorness faces left. Will check that later.)
- Sun May 11, 2014 6:58 pm
- Forum: 3D/2D models
- Topic: HMDL Model file Question.
- Replies: 16
- Views: 5159
Re: HMDL Model file Question.
thx - at least it should help to narrow down the problem. These are the faces: f 12 12 8 f 20 13 13 f 14 14 9 f 23 6 6 f 4 4 7 f 1 10 10 f 21 21 15 f 18 24 24 f 3 3 11 f 17 19 19 f 22 22 5 f 16 2 1 using 24 vertices. This is a cube exported by blender, using 8 vertices: v 1.000000 -1.000000 -1.00000...
- Sat May 10, 2014 10:04 pm
- Forum: 3D/2D models
- Topic: HMDL Model file Question.
- Replies: 16
- Views: 5159
Re: HMDL Model file Question.
thx, but you'll understand that it's impossible to rebuild the faces from such a model
manually as it should be with a square stone, a book or a plank which have 12 triangles only.
- Fri May 09, 2014 9:39 pm
- Forum: 3D/2D models
- Topic: HMDL Model file Question.
- Replies: 16
- Views: 5159
Re: HMDL Model file Question.
I don't know whom/what to ask but from the mentioned blender script it seems like the Valkyria Chronicles (PS3) models use TriStrips with 0xFFFF as a block end marker.
Don't see any hints that could help for HOTD4 face indices.
What about a simple model?
Don't see any hints that could help for HOTD4 face indices.
What about a simple model?
- Thu May 08, 2014 8:20 pm
- Forum: 3D/2D models
- Topic: Corpse party .x and .mqx model format [Noesis fail on .x]
- Replies: 4
- Views: 3276
Re: Corpse party .x and .mqx model format [Noesis fail on .x
I can't seem to get the the Mesh converted to work correctly My command is the same as yours, ending in the .x file I intend to convert, but I get a constant cannot load the file specified' in the cmd output. Are your file access right sufficient? If so try the MeshConvert.exe I use: http://www.upl...
- Wed May 07, 2014 11:18 pm
- Forum: 3D/2D models
- Topic: HMDL Model file Question.
- Replies: 16
- Views: 5159
Re: HMDL Model file Question.
thx - sadly the problem remains the same. There are 597 face indices with a range from 1 to 560, here's the first faces: standard triangles f 67 38 85 f 28 64 26 f 81 41 72 f 36 70 34 f 74 30 78 f 32 68 39 f 461 451 443 f 435 417 415 f 381 389 284 ... or as TriStrips f 67 85 38 f 38 85 28 f 85 64 28...
