Search found 4134 matches

by shakotay2
Tue May 06, 2014 12:34 pm
Forum: Game Archive
Topic: PC < Darksiders: Wrath of War .oppc archives
Replies: 14
Views: 8938

Re: PC < Darksiders: Wrath of War .oppc archives

The bms script of WRS which Ekey pointed to is the key. Guess you don't need it any more but here's the modified script for op pc files: endian little ## Header idstring "OBPK" getdstring UNKNOWN 14 get NSTRUCTPOINTER long # >= 30 get DATAPOINTER long # next 4096 block - NSTRUCTPOINTER pri...
by shakotay2
Mon May 05, 2014 3:14 pm
Forum: 3D/2D models
Topic: HMDL Model file Question.
Replies: 16
Views: 5159

Re: HMDL Model file Question.

The point cloud looks ok to me (picture's left part). Missing parts of leg/arm are contained in a 2nd smaller submesh, hell knows why.
For the mesh (pic's right part), well, too many uint16 face indices blocks interrupted by some unknown DWords -
hard to recover, yes.
ptCld.JPG
by shakotay2
Sat May 03, 2014 11:51 am
Forum: 3D/2D models
Topic: Survarium models (from the makers of STALKER)
Replies: 86
Views: 39387

Re: Survarium models (from the makers of STALKER)

using hex2obj (view link in my sig): boot.JPG The model file is converted_model in the subfolder base_character_boot . skinned_model\render\base_character_boot_s Due to a bug in hex2obj converted_model has to be renamed to converted_model .mdl for example before loading the model. This is only requi...
by shakotay2
Wed Apr 30, 2014 9:25 am
Forum: 3D/2D models
Topic: Princess and the frog model help
Replies: 3
Views: 2871

Re: Princess and the frog model help

using hex2obj (view link in my sig):
king_mal.JPG
by shakotay2
Tue Apr 29, 2014 9:20 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

If I had to make a guess, I'd say perhaps they're compressed .x files, yep. read this thread: http://forum.xentax.com/viewtopic.php?f=16&t=11334 model_x.JPG If you want the uncompressed binary .x file to be viewed in the DirectX viewer you could convert it into txt using MeshConvert /xt /a (MS ...
by shakotay2
Mon Apr 28, 2014 6:14 am
Forum: 3D/2D models
Topic: Fist Of Fu
Replies: 16
Views: 6750

Re: Fist Of Fu

using hex2obj on Avatar_Bow_weapon001:
Avatar_Bow_weapon001.JPG
by shakotay2
Mon Apr 28, 2014 5:48 am
Forum: 3D/2D models
Topic: Fist Of Fu
Replies: 16
Views: 6750

Re: Fist Of Fu

CriticalError wrote:try load into 3DS Max with X Files Importer get error and can't be imported, my 3DS Max crash and close.
using mofo's XPorter (http://mofo.pns.to/wibs/#5) with 3dsmax2013 works:
Avatar_Xiaohu_Leg0080_X.JPG
by shakotay2
Sat Apr 26, 2014 9:00 am
Forum: 3D/2D models
Topic: Project Blackout *.i3s / *.I3CHR file format.
Replies: 1
Views: 4394

Re: Project Blackout *.i3s / *.I3CHR file format.

using hex2obj (view link in my sig):
SWAT_female.JPG
h2o file for separate arms submesh of SWAT_female.i3s:
0x955EF 8682
Vb1
68 24
0x2CD43 2011
020000
0x0 255

equipment (waterbottle etc.):
0xBE08A 810
Vb1
68 24
0x2CD43 6297
020000
0x0 255
by shakotay2
Thu Apr 24, 2014 9:34 pm
Forum: 3D/2D models
Topic: ChuangShi Online《创世OL》
Replies: 3
Views: 1951

Re: ChuangShi Online《创世OL》

using hex2obj (view link in my sig):
ChuangShi.JPG
h2o file for 2nd submesh of 00000a1b.dat:

0x5C20 1272
Vb1
29 16
0x375C 322
020000
0x0 255

A VB size of 29 is somewhat strange. Never seen this before...
(For the weapon it's 32.)
by shakotay2
Thu Apr 24, 2014 3:48 pm
Forum: 3D/2D models
Topic: Pokemon Battle Revolution Bones [Problem]
Replies: 25
Views: 10990

Re: Pokemon Battle Revolution Bones [Problem]

Thx - though it doesn't seem to make sense trying to correct the rotations manually. In your opening post you wrote "There is also another 3 float rotation defined". (I supposed them to be angles in radians and converted them into degrees.) Shouldn't the values be identical or mirrored for...
by shakotay2
Wed Apr 23, 2014 9:30 pm
Forum: Game Archive
Topic: Neverwinter Online .mset files
Replies: 4
Views: 2451

Re: Neverwinter Online .mset files

It has "NXSMESH" header and I see counts for verts/faces also something like vertex/index buffers? But I can't make any use of this files, it looks like encrypted? NXS is the collisionmesh of PhysX. It contains a simplified copy of the original mesh for collision purposes. So not of that ...
by shakotay2
Wed Apr 23, 2014 3:06 pm
Forum: 3D/2D models
Topic: Pokemon Battle Revolution Bones [Problem]
Replies: 25
Views: 10990

Re: Pokemon Battle Revolution Bones [Problem]

Its very easy: eu=Euler() eu.x,y,z= radian rotation or all in one eu.rotate_axis('X' or 'Y' or 'Z',radians) Thx - long forgotten memories arise... In the for i in range(len(bone_positions_vectors)): loop I tried if i==51: bone.tail.rotate(eul) but seems it's not the index for legR . Also I've to hi...
by shakotay2
Wed Apr 23, 2014 1:29 pm
Forum: 3D/2D models
Topic: Pokemon Battle Revolution Bones [Problem]
Replies: 25
Views: 10990

Re: Pokemon Battle Revolution Bones [Problem]

I am a bones apprentice's apprentice Are you kidding? From what I see in your script, you're not. so you probably know much more than i do Maybe I understand 33% of your script... Now for the pics, you can see them on the first two posts, these are the models. Ah, ok, well, the "shadows"....
by shakotay2
Wed Apr 23, 2014 11:31 am
Forum: 3D/2D models
Topic: Pokemon Battle Revolution Bones [Problem]
Replies: 25
Views: 10990

Re: Pokemon Battle Revolution Bones [Problem]

Seems it's 151_test_0 which is imported correctly, isn't it? Thanx for sharing. Since I'm a "bones apprentice" I'm not sure whether I can help but I'll try my very best. :) From a first glance on 150_test_0 I would guess it's a problem with trigonometric functions (0° instead of 180° or vi...
by shakotay2
Wed Apr 23, 2014 10:12 am
Forum: 3D/2D models
Topic: Pokemon Battle Revolution Bones [Problem]
Replies: 25
Views: 10990

Re: Pokemon Battle Revolution Bones [Problem]

the model file which is imported correctly and one or two model samples which are not would be required.