Which model is it you want to convert?
The converter only supports the types 2, 5 and 16 (=0x10).
So you might change the model type at address 0x0003 of the model file to one of these values.
You'll need a hex editor to do this.
On your own risk. May work or not.
Important information: this site is currently scheduled to go offline indefinitely by December 1st 2023.
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If you wish to donate to attempt the preservation of tools and software somewhere else before it goes down, check the GoFundMe
Search found 4300 matches
- Fri Nov 08, 2013 12:53 am
- Forum: 3D/2D models
- Topic: [Request] Ratchet & Clank HD collection models
- Replies: 71
- Views: 25277
- Thu Nov 07, 2013 2:17 pm
- Forum: 3D/2D models
- Topic: MaxScript Bone Help
- Replies: 11
- Views: 7068
- Thu Nov 07, 2013 1:20 pm
- Forum: 3D/2D models
- Topic: MaxScript Bone Help
- Replies: 11
- Views: 7068
Re: MaxScript Bone Help
Thx for sharing! :) But I'm a max script noob - where to insert the .transform line? I put it here: if (BoneParentID != 0) then ( newBone.parent = BNArr[BoneParentID] newBone.transform = newBone.transform * (newBone.parent.transform) ) and this is the result: http://www7.pic-upload.de/thumb/07.11.13...
- Wed Nov 06, 2013 2:28 pm
- Forum: 3D/2D models
- Topic: Gran Turismo 3 and 4 cars ripping?
- Replies: 18
- Views: 21348
Re: Gran Turismo 3 and 4 cars ripping?
thx! (not seeing -z is a "sub option" only so I forgot the main option -a :roll: ) Anyway the prob with the face indices remains. It could help if you had another small *.car file. Or another object, since the uncompressed size should be <100 kB if possible. edit : your last uploaded file ...
- Wed Nov 06, 2013 11:08 am
- Forum: 3D/2D models
- Topic: Gran Turismo 3 and 4 cars ripping?
- Replies: 18
- Views: 21348
Re: Gran Turismo 3 and 4 cars ripping?
Thx. Extraction tool for extracted car files (like pk0156): What does that mean? Does it mean offzip to be used on pk0156? If so could you post the command line, please? So 0001d008.car is one of the extracted files? There's some floats (IEEE754 format, 4 bytes) but I don't see face indices so far. ...
- Wed Nov 06, 2013 9:59 am
- Forum: 3D/2D models
- Topic: Gran Turismo 3 and 4 cars ripping?
- Replies: 18
- Views: 21348
Re: Gran Turismo 3 and 4 cars ripping?
I use http://www.uploadmb.com/ for example.
(Disadvantage is that files are erased after 30 days without a download.)
(Disadvantage is that files are erased after 30 days without a download.)
- Wed Nov 06, 2013 9:26 am
- Forum: 3D/2D models
- Topic: Gran Turismo 3 and 4 cars ripping?
- Replies: 18
- Views: 21348
Re: Gran Turismo 3 and 4 cars ripping?
Is there a way to download from 4shared other than using facebook/twitter/google+? For facebook it says: " 4shared gets the following infos: your profil, email address etc." That's not funny, imho. On 'cancel' it redirects me back to 4shared trying to connect to twitter or something else. ...
- Tue Nov 05, 2013 6:25 pm
- Forum: 3D/2D models
- Topic: [Request] Sleeping Dogs Model Files
- Replies: 121
- Views: 39321
Re: [Request] Sleeping Dogs Model Files
That's just a supposition for characters.SergeantJoe wrote:All the game skeletons are in one file?
Search for "_HD" in characterRigs.bin and you'll find 84 names. Since they are doubled there might be 42 skeletons contained (see above where I calculated it to 32).
- Tue Nov 05, 2013 10:22 am
- Forum: 3D/2D models
- Topic: [Request] Sleeping Dogs Model Files
- Replies: 121
- Views: 39321
Re: [Request] Sleeping Dogs Model Files
and now here it is: Amanda's skeleton: http://www7.pic-upload.de/thumb/05.11.13/zxkeorjsnwky.jpg (Just copied parent indices, bone names and reference pose matrices into an existing xml (to ease my efforts) so don't know if everything's correct.) Next step would be to convert the xml to some more us...
- Tue Nov 05, 2013 12:44 am
- Forum: 3D/2D models
- Topic: [Request] Sleeping Dogs Model Files
- Replies: 121
- Views: 39321
Re: [Request] Sleeping Dogs Model Files
This game uses the Havok physics engine. Don't know if that makes any difference whatsoever but just fyi. Definitely should. CharacterRigs.bin contains a hkx header at 0xB0. After copying the data from 0xB0 to 0x39FF into a new hkx and loading it into Havok Standalone tools sadly nothing is shown. ...
- Mon Nov 04, 2013 9:35 pm
- Forum: Compressed files and methods
- Topic: Utawarerumono portable (PSP)
- Replies: 5
- Views: 2653
Re: Utawarerumono portable (PSP)
any idea of the garbage that's above the graphics ? scrambled picture data? http://www7.pic-upload.de/thumb/04.11.13/w9l8pg5if91.jpg Seems you'll need to find some algo to create the original picture from it. also, did you get anything sensible out of any other file than the one you posted the pic ...
- Mon Nov 04, 2013 12:50 pm
- Forum: Compressed files and methods
- Topic: Utawarerumono portable (PSP)
- Replies: 5
- Views: 2653
- Sun Nov 03, 2013 7:21 pm
- Forum: 3D/2D models
- Topic: [Help] import .hkx file
- Replies: 8
- Views: 6726
Re: [Help] import .hkx file
[...]It's native Havok .hkx files, I can open them with Havok Content Tool, but there's no option to export it. If you have 3dsmax it would be useful to do it the reverse way: http://www7.pic-upload.de/thumb/03.11.13/192bbcsrifgc.jpg This way I created a hkt file (==hkx, when 'Binary' chosen on exp...
- Sat Nov 02, 2013 12:39 pm
- Forum: Old posts
- Topic: GhostBusters The video game
- Replies: 4
- Views: 9024
Re: GhostBusters The video game
Without a model sample noone will figure out anything, I guess. 
- Wed Oct 30, 2013 2:50 pm
- Forum: 3D/2D models
- Topic: PSX Silent Hill Model Format Help
- Replies: 33
- Views: 19305
Re: PSX Silent Hill Model Format Help
Thx! :) Well, now let's have a look at UNQ60.TMD, which appears to be a bottle from what is in the obj. At 0x14c0 we find some regular patterns: 8E 00 12 01 00 00 00 00 64 00 12 01 64 00 00 00 64 00 1F 00 64 00 00 00 8E 00 1F 00 00 00 00 00 8E 00 C4 FF 00 00 00 00 26 00 3F FF 26 00 00 00 35 00 3F FF...
