Open console window (by executing cmd.exe).
change dir to folder with python.exe and rpk sample, then type
python rpkextract.py sample.rpk
(Don't have an rpk file (required header: 'RTPK') to test it but should do.)
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Search found 4134 matches
- Fri Nov 05, 2021 7:48 pm
- Forum: 3D/2D models
- Topic: Rule of Rose (PS2) i3d File Format
- Replies: 11
- Views: 1913
- Sun Oct 31, 2021 4:05 pm
- Forum: 3D/2D models
- Topic: Advanced Mesh Reaper - Xtreme Edition
- Replies: 16
- Views: 7874
Re: Advanced Mesh Reaper - Xtreme Edition
One of the best I know of so far.
btw, I had the idea of an extra feature for hex2obj, (additional) creation of an AMR-plf file.
But I met too many unknowns (01 000000 and many zeroes
.
- Sun Oct 31, 2021 1:45 am
- Forum: 3D/2D models
- Topic: Need Help with Hex to Obj
- Replies: 17
- Views: 1505
Re: Need Help with Hex to Obj
Not sure what you mean exactly - you could move parts manually:GlitchingNo wrote: ↑Sat Oct 30, 2021 10:02 pmalso could you tell me how I can make his body appear inside his Armor
. or use position offsets (translation vectors?).
- Sat Oct 30, 2021 12:44 pm
- Forum: 3D/2D models
- Topic: Need Help with Hex to Obj
- Replies: 17
- Views: 1505
Re: Need Help with Hex to Obj
I think his normal body starts at Offset: 54200 and has a Vertex count of 850 at least this gives me a pretty good point cloud. But I still have no idea how i can find the Faces. well, you picked up a somewhat complicated format as a beginner. I'm surprised you were pretty close, despite this! :D ....
- Thu Oct 28, 2021 6:26 pm
- Forum: 3D/2D models
- Topic: Rise of The Guardians .HNK file
- Replies: 7
- Views: 762
Re: Rise of The Guardians .HNK file
I usually don't work on demand.
Here's Jack; you'll have to rotate/move his hair.
. When importing into blender, don't "split by object/group" or you'll have dozens of sub meshes.
Here's Jack; you'll have to rotate/move his hair.
. When importing into blender, don't "split by object/group" or you'll have dozens of sub meshes.
- Wed Oct 27, 2021 1:04 pm
- Forum: 3D/2D models
- Topic: Rise of The Guardians .HNK file
- Replies: 7
- Views: 762
Re: Rise of The Guardians .HNK file
Looks doable, used hex2obj, not "a tool", just a helper:
.
.
- Fri Oct 22, 2021 10:23 pm
- Forum: 3D/2D models
- Topic: .BFF format from Fast and Furious Crossroads
- Replies: 7
- Views: 987
Re: .BFF format from Fast and Furious Crossroads
After using Aluigi's NfS Shift bms script on FFC (.bff -> several .meb and .tex files):
I can confirm: the (.meb) mesh (vertices) seem to be encrypted (x component, red rectangles, except the blue ones):
.
I can confirm: the (.meb) mesh (vertices) seem to be encrypted (x component, red rectangles, except the blue ones):
.
- Wed Oct 20, 2021 7:48 am
- Forum: 3D/2D models
- Topic: Gran Turismo 3/4 eeMemory.bin to 3ds/obj
- Replies: 25
- Views: 4115
Re: Gran Turismo 3/4 eeMemory.bin to 3ds/obj
Anyways. I did everything and get the objects. Some of them has UVs, but most are mess unfortunately. "Some of them?" Well, comments like these tend me to stop my investigations. It's more than 100 out of 165 uvs which are not a mess. Also it seems that ..._72.obj (derived from _172.H2O, ...
- Tue Oct 19, 2021 7:38 am
- Forum: 3D/2D models
- Topic: Gran Turismo 3/4 eeMemory.bin to 3ds/obj
- Replies: 25
- Views: 4115
Re: Gran Turismo 3/4 eeMemory.bin to 3ds/obj
thanks @shakotay2, I'm trying to understand the process. rn I'm getting the list of OBJX files: Please read my previous post again: ... Most important: hex2obj has to be switched to "Strip" and "Fake" here to successfully use the H2O files (from Make_H2O) for obj creation. (And ...
- Sun Oct 17, 2021 9:28 pm
- Forum: 3D/2D models
- Topic: Gran Turismo 3/4 eeMemory.bin to 3ds/obj
- Replies: 25
- Views: 4115
Re: Gran Turismo 3/4 eeMemory.bin to 3ds/obj
well, finally, I decided to create a Make_H2O version for Gran Turismo 4. Credits go to FurryFan for his Gran Turismo 4 quickbms script. (I've added creation of uvs to the tool, which were missing. But, many are weird, still. See notes in zip file.) (There's other posts where I described how to use ...
- Sat Oct 16, 2021 11:51 am
- Forum: 3D/2D models
- Topic: Gran Turismo 3/4 eeMemory.bin to 3ds/obj
- Replies: 25
- Views: 4115
Re: Gran Turismo 3/4 eeMemory.bin to 3ds/obj
I don't care, I don't know... (well, I hope it's a matter of how the faces are built) The formula used basically is like such (loop): f a a+1 a+2 a += 1 ; Result: f 1 2 3 f 2 3 4 ... But when you compare to those in the 3ds files created by the bms script there's some differences. Maybe auto generat...
- Sat Oct 16, 2021 5:33 am
- Forum: 3D/2D models
- Topic: Gran Turismo 3/4 eeMemory.bin to 3ds/obj
- Replies: 25
- Views: 4115
Re: Gran Turismo 3/4 eeMemory.bin to 3ds/obj
I mean do you apply same rules for convert car parts all together or you need to manually find the offset and apply it to convert each part? Yeah, very good description of the problem I'm facing. Usually you'd think the uvs to start after their signature. And this signature to start (vertexcount[pr...
- Fri Oct 15, 2021 10:15 pm
- Forum: 3D/2D models
- Topic: Gran Turismo 3/4 eeMemory.bin to 3ds/obj
- Replies: 25
- Views: 4115
Re: Gran Turismo 3/4 eeMemory.bin to 3ds/obj
which "rules"?
btw, still struggeling with uvs:
. (Dozens of others look really weird/wrong.)
btw, still struggeling with uvs:
. (Dozens of others look really weird/wrong.)
- Thu Oct 14, 2021 10:53 am
- Forum: 3D/2D models
- Topic: Batman Arkham Knight PS4 (Batman Justice League 3000 Sony Exclusive Skin)
- Replies: 15
- Views: 2523
Re: Batman Arkham Knight PS4 (Batman Justice League 3000 Sony Exclusive Skin)
I'm really a nood when it comes to the hex editors, mostly I have no idea what I'm doing basically. I'd suggest to read tutorials, for example from Bigchillghost. would you be able to give me a more detail walkthrough on setting up the settings in hex2obj No time for such, sorry. Press the 'tut' bu...
- Sun Oct 10, 2021 10:52 pm
- Forum: 3D/2D models
- Topic: Gran Turismo 3/4 eeMemory.bin to 3ds/obj
- Replies: 25
- Views: 4115
Re: Gran Turismo 3/4 eeMemory.bin to 3ds/obj
Well, there's some oddities which are hard to track because there's so many small sub meshes:
.
.
