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- Wed Sep 26, 2012 1:40 am
- Forum: 3D/2D models
- Topic: Pure demo .model files
- Replies: 28
- Views: 4355
Re: Pure demo .model files
I couldn't figure out how to determine how many vertices/indices to read so I figured it should just be grabbed from the bottom. Ok. :) (I used the max face index before you gave this info.) Any idea on the "packed" vertices? (They are packed, aren't they?) I think you need a factor for p...
- Wed Sep 26, 2012 1:08 am
- Forum: 3D/2D models
- Topic: Pure demo .model files
- Replies: 28
- Views: 4355
Re: Pure demo .model files
shakotay2 I checked and the vertices are not displayed Did you import the cubus thingie using blender's wavefront obj importer? Anyway my method does not seem to be a solution so far. With Faring_01_parts_01_LOD1.model I'm getting a tangle of planes. Figure out how to parse the struct, [...] Seems ...
- Tue Sep 25, 2012 11:55 am
- Forum: 3D/2D models
- Topic: Pure demo .model files
- Replies: 28
- Views: 4355
Re: Pure demo .model files
maybe packed vertices? This is a dump of SWINGARM_01_LOD3.model : # SWINGARM_01_LOD3.model # 16 (18) verts # 1. 0x08: hex dump # D0 B6 03 34 6D B9 00 3C AA 17 54 B9 F8 B9 E0 C1 BF B2 9D 32 09 39 00 00 # D0 B6 FC 33 3A B9 00 3C 97 17 F8 B9 54 39 E0 C1 BB 39 1A 32 0B 39 00 00 # E8 36 08 34 6A B9 00 3C...
- Sat Sep 01, 2012 12:16 pm
- Forum: 3D/2D models
- Topic: dino and aliens msh files
- Replies: 25
- Views: 7245
Re: dino and aliens msh files
There is only one way to prove this: you'll have to change some bytes (the 0x80 for example) and look whether the rotation of the corresponding fruits slows down or accelerates. (I would be surprised - but you know: "you never know..." :D ) And you'll have to repack the *.msh to a *.dat fi...
- Sat Sep 01, 2012 11:41 am
- Forum: 3D/2D models
- Topic: dino and aliens msh files
- Replies: 25
- Views: 7245
Re: dino and aliens msh files
The structure of ananas.msh looks like this: # 120 vertices # 1. 0x25: v 0.353530 0.739885 2.152248 v 0.641311 0.889165 3.350888 v 1.046994 0.941949 4.351346 ... v -1.456776 0.804483 -3.482513 v -0.897434 1.574350 -3.482513 v 0.007599 1.868413 -3.482513 v 0.007599 0.328678 -3.888980 # 591 face Indic...
- Sat Sep 01, 2012 9:39 am
- Forum: 3D/2D models
- Topic: dino and aliens msh files
- Replies: 25
- Views: 7245
Re: dino and aliens msh files
I don't think so;Bogus wrote:whether this possible that at the beginning msh files is bone?
could you please give an example?
You can find strings like "Bip01", "Spine", "L ForeArm", "R Foot" etc. in the *.skl files.
- Thu Aug 30, 2012 9:33 am
- Forum: 3D/2D models
- Topic: dino and aliens msh files
- Replies: 25
- Views: 7245
Re: dino and aliens msh files
1) did you integrate some debugging lines into your script like recommended by finale00? 2) I'm not very familiar with python script but I made some changes to your script (including some "print" commands for a debug output to the blender console). Tested box.msh: 4 of the 6 textured sides...
- Mon Aug 27, 2012 10:57 am
- Forum: 3D/2D models
- Topic: dino and aliens msh files
- Replies: 25
- Views: 7245
Re: dino and aliens msh files
Karpati already gave the answer, didn't he? Thx to Karpati. :) There are 36 (12*3) tex coords lines with 2 floats each. So the box faces look like this: f 3/1 1/2 4/3 f 2/4 4/5 1/6 f 6/7 5/8 8/9 f 7/10 8/11 5/12 f 2/13 1/14 6/15 f 5/16 6/17 1/18 f 4/19 2/20 8/21 f 6/22 8/23 2/24 f 3/25 4/26 7/27 f 8...
- Sun Aug 26, 2012 12:13 pm
- Forum: 3D/2D models
- Topic: dino and aliens msh files
- Replies: 25
- Views: 7245
Re: dino and aliens msh files
has anyone some idea, what they mean the next values? i do not know how to read next values in which file; .msh or .anm? I had a look at teleport_base.msh ; it contains 210 faces (triangles). Although the UV is looking like a horse-shoe you should find the first texture set at # 0xfa9 vt 0.979252 0...
- Wed Aug 08, 2012 10:18 am
- Forum: Tutorials
- Topic: Animation researching
- Replies: 4
- Views: 4825
Re: Animation researching
Is there a way, you could give us some hints on how to find some animation-data in files? I'm not asking for a complete tutorial, a few notes were enough (better than nothing). There is no 'easy way'. What is your background? Do you know the basics (matrices, keyframes etc.?) This is an excerpt fro...
- Wed Jun 13, 2012 9:10 pm
- Forum: Tutorials
- Topic: Reversing a compression algorithm
- Replies: 3
- Views: 3260
Re: Reversing a compression algorithm
I'm using ollydbg. Is that what most people use? I don't know but imho it's one of the best "free" debuggers (maybe the best). Another choice could be IDA but that's not for free. (This is what most professionals use I think.) (Sometimes I'm using Cheat engine which has a useful memory BP...
- Wed Jun 13, 2012 8:03 am
- Forum: Tutorials
- Topic: Reversing a compression algorithm
- Replies: 3
- Views: 3260
Re: Reversing a compression algorithm
...and figuring out where it's decompressing an archive? Provided that it is possible to load (and start) the exe via debugger you could try to find the data to be decompressed in RAM and set a memory breakpoint on it. After pressing "run" in the debugger the breakpoint should be hit and ...
- Tue Apr 24, 2012 12:31 am
- Forum: Tutorials
- Topic: Divinity 2, Ego Draconis, modding tutorial
- Replies: 4
- Views: 8077
Re: Divinity 2, Ego Draconis, modding tutorial
place holder 2
- Tue Apr 24, 2012 12:30 am
- Forum: Tutorials
- Topic: Divinity 2, Ego Draconis, modding tutorial
- Replies: 4
- Views: 8077
Re: Divinity 2, Ego Draconis, modding tutorial
new results to come: it is possible to insert objects into the game. First approach was to move a bed, a table. The collision shapes did rest on their old position. I was too lazy to investigate on this and focussed on chests: http://www10.pic-upload.de/thumb/16.05.12/4sjuh6nidqge.jpg The next step ...
- Tue Apr 24, 2012 12:29 am
- Forum: Tutorials
- Topic: Divinity 2, Ego Draconis, modding tutorial
- Replies: 4
- Views: 8077
Re: Divinity 2, Ego Draconis, modding tutorial - models
models For extracting the models you can use Nifscope 1.0.22 or blender with Niftools. I started using NifScope on buildings and exported them as (wavefront) obj. Since nif is a very complex format there were some minor problems so blender refused to load the obj. ( import_obj.py by Campbell Barton...
