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- 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 ...
- 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...
- 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...
- 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 ...
- 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 ...
- 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.
Texture coords are included so assigning 0092990019.bmp to the model in blender is the thing I left to you.
- Wed Nov 14, 2012 7:24 pm
- Forum: 3D/2D models
- Topic: extract model
- Replies: 10
- Views: 2620
Re: extract model
I coded some lines in "C".wolfen wrote:Nice ,what program you use to extract model
I don't know.how model in other program
What's the name of the game?
Doesn't Noesis support it?
- 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...
- 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...
- 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?
Maybe this is the reason?
But maybe CheloXL used C sharp; so I don't know...applications built with Visual Studio 2012’s C++ compiler will fail to load and execute on Windows XP
- 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...
- 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...
- 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...
- 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...
- 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...
