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by shakotay2
Thu Nov 15, 2012 8:40 pm
Forum: Graphic file formats
Topic: How to use this face data
Replies: 28
Views: 9931

Re: How to use this face data

I dont think there are any faces with 5 vertices. On what address did you see that? 0x30E and 0x324 for example: Offset 0 1 2 3 4 5 6 7 8 9 A B C D E F 000300 00 7F FF FF 00 80 00 81 00 82 00 87 FF FF 00 85 000310 00 86 00 81 00 84 00 83 FF FF 00 88 00 89 00 8A 000320 00 8F FF FF 00 8D 00 8E 00 89 ...
by shakotay2
Thu Nov 15, 2012 6:08 pm
Forum: Graphic file formats
Topic: How to use this face data
Replies: 28
Views: 9931

Re: How to use this face data

I have no idea where noesis stores the plugin/data to do that extraction, I did a binary search for the headers (NDP3 and XFBIN) and only found data on DLLs, not on python scripts. Ok, then it's indeed up to you to write a plugin. :) Skinning? The data that "tells" the game engine which v...
by shakotay2
Thu Nov 15, 2012 4:44 pm
Forum: Graphic file formats
Topic: How to use this face data
Replies: 28
Views: 9931

Re: How to use this face data

I'm also trying to write a Noesis plugin to try to extract the data properly Does Noesis use a (somehow fitting) python plugin for Ninja Storm files? (If so it would be imho easier to change this plugin for your needs.) To my knowledge the vertex group (numbers) are needed for skinning. Seems you w...
by shakotay2
Thu Nov 15, 2012 1:26 pm
Forum: Graphic file formats
Topic: How to use this face data
Replies: 28
Views: 9931

Re: How to use this face data

How do you handle the data to get (-131008.000000 -131008.000000) out of (FFFF FFFF)? I used this formula: f = ((h&0x8000)<<16) | (((h&0x7c00)+0x1C000)<<13) | ((h&0x03FF)<<13) ; from the web for the half float (h) to float (f) -conversion. The result is 0xc7ffe000 for h = 0xFFFF. Maybe ...
by shakotay2
Thu Nov 15, 2012 2:18 am
Forum: Graphic file formats
Topic: How to use this face data
Replies: 28
Views: 9931

Re: How to use this face data

but has I said, I'm new :P Just kidding? :D As far as I can see your knowledge is somewhat advanced. :!: Can you guys help me figure out what those 6 bytes correspond to? Is it another normal coord? "Square sum" of components of normals vector should give 1.0 This isn't true for 1.000000 ...
by shakotay2
Wed Nov 14, 2012 8:42 pm
Forum: 3D/2D models
Topic: extract model
Replies: 10
Views: 2620

Re: extract model

This is the wavefront-obj of the item, which you can import using blender: http://www.uploadmb.com/dw.php?id=1352921744

Texture coords are included so assigning 0092990019.bmp to the model in blender is the thing I left to you. :)
by shakotay2
Wed Nov 14, 2012 7:24 pm
Forum: 3D/2D models
Topic: extract model
Replies: 10
Views: 2620

Re: extract model

wolfen wrote:Nice ,what program you use to extract model
I coded some lines in "C".
how model in other program
I don't know.
What's the name of the game?
Doesn't Noesis support it?
by shakotay2
Wed Nov 14, 2012 6:18 pm
Forum: 3D/2D models
Topic: extract model
Replies: 10
Views: 2620

Re: extract model

The format looks like this (wavefront-obj): # 1512 verts # 1. 0x8fc: v 0.012800 -0.899100 0.161500 v 0.013300 -0.930900 0.144100 v 0.015300 -0.891000 0.120800 v 0.032800 1.290900 -0.125500 ... # 0x4fdc # 0xDD9C, 988 faces f 1 2 3 f 4 5 6 f 7 8 9 f 10 11 12 f 13 14 15 ... f 1507 1508 1509 f 1510 1511...
by shakotay2
Wed Nov 14, 2012 1:31 pm
Forum: Graphic file formats
Topic: How to use this face data
Replies: 28
Views: 9931

Re: How to use this face data

Im trying to extract models from a game that Noesis supports partially, What's the name of the game? "Secret"? but when I check those faces data on the file I have: 1 2 3 6 -1 6 2 5 4 -1 4 2 7 8 -1 (0000000100020005FFFF0005000100040003FFFF0003000100060007FFFF) (I've incremented the number...
by shakotay2
Wed Nov 07, 2012 1:30 am
Forum: Graphic file formats
Topic: Iphone/Ipod touch APP PNGS
Replies: 11
Views: 4204

Re: Iphone/Ipod touch APP PNGS

hmm, "not a valid Win32 app"

Maybe this is the reason?
applications built with Visual Studio 2012’s C++ compiler will fail to load and execute on Windows XP
But maybe CheloXL used C sharp; so I don't know...
by shakotay2
Wed Oct 03, 2012 10:41 am
Forum: 3D/2D models
Topic: Decoding a bone-based animation file (LOL ver4 .ANM file)
Replies: 22
Views: 7096

Re: Decoding a bone-based animation file (LOL ver4 .ANM file

you said that the last 4 bytes is a DWord that is index of position. Yes; but as you might have noticed I'm somewhat unsure what is position and what is rotation. So it should be rotation and we need positions (in the fst section as stated by Wobble). There seem to be 795 position lines but I did n...
by shakotay2
Tue Oct 02, 2012 8:40 pm
Forum: 3D/2D models
Topic: Decoding a bone-based animation file (LOL ver4 .ANM file)
Replies: 22
Views: 7096

Re: Decoding a bone-based animation file (LOL ver4 .ANM file

Ok, all is fine else of 2 problems: 1.What data type index section is using!? Good question! :) I made a new byte grouping in the edit of my previous post. Last 4 bytes of a row should be the DWORD index we were searching for. Max index I found in all of the tables is 0x726 (1830 dec.). From 0x31FC...
by shakotay2
Tue Oct 02, 2012 6:21 pm
Forum: 3D/2D models
Topic: Decoding a bone-based animation file (LOL ver4 .ANM file)
Replies: 22
Views: 7096

Re: Decoding a bone-based animation file (LOL ver4 .ANM file

[...]and subtract the offsets to find their estimated size. This is obvious, isn't it? :) What I meant is where the frames to start and stop; what is frame 0 and what is frame 40? Such as 0x668c 0? 0.000000 0.000000 0.087152 0.996195 1? 0.000001 0.000000 0.087155 0.996195 2? 0.000026 0.000000 0.087...
by shakotay2
Tue Oct 02, 2012 11:35 am
Forum: 3D/2D models
Topic: Decoding a bone-based animation file (LOL ver4 .ANM file)
Replies: 22
Views: 7096

Re: Decoding a bone-based animation file (LOL ver4 .ANM file

@Wobble: hi, can you give an example on "indexing"? (Maybe a link?) I also could not find the "borders" (start/stop) of the "41 frames". maybe these are rotation (position?) keyframes: 0x668c 0.000000 0.000000 0.087152 0.996195 0.000001 0.000000 0.087155 0.996195 0.0000...
by shakotay2
Sat Sep 29, 2012 4:30 pm
Forum: 3D/2D models
Topic: Gothic 4 .bakedgeom
Replies: 27
Views: 7947

Re: Gothic 4 .bakedgeom

What did you use to unpack the game? John Doe's Datablock extractor. Didn't test this one http://www.xentax.com/uploads/author/johndoe/ExtractDataBlocks.zip - should be the same. Very funny that someone is busy with this game. Here's a mesh extractor for character and weapon models. Maybe it's help...