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- Sun Sep 26, 2021 4:13 pm
- Forum: Graphic file formats
- Topic: Brute Force (XBOX 2003) - .tex files format
- Replies: 7
- Views: 5499
Re: Brute Force (XBOX 2003) - .tex files format
I checked those "dxt" files from the appended zip with a size >= 64 kB, at no avail. Nearest hit was the 24+8 bits option from TextureFinder for the 86 kB ones. (DXTx didn't apply.) . BruteForce unk tex.zip Also be informed that there's a strange block of zeros from 0x2c5370 to 0x3c5380 in...
- Fri Sep 24, 2021 1:53 pm
- Forum: 3D/2D models
- Topic: Brute Force (XBOX 2003) - Models
- Replies: 100
- Views: 10756
Re: Brute Force (XBOX 2003) - Models
Thats why I hope you could make the special brute force hex2obj patch. Pmed you (usually I don't create special versions, for good reasons). (The only reason I did it now is that the advanced GetMaxFI feature could come in handy for the "official" version.) There's still the "strips/...
- Fri Sep 24, 2021 8:06 am
- Forum: 3D/2D models
- Topic: Brute Force (XBOX 2003) - Models
- Replies: 100
- Views: 10756
Re: Brute Force (XBOX 2003) - Models
Which one?
- Thu Sep 23, 2021 7:08 pm
- Forum: 3D/2D models
- Topic: Brute Force (XBOX 2003) - Models
- Replies: 100
- Views: 10756
Re: Brute Force (XBOX 2003) - Models
For the broken glitchy triangle meshes : well, I see, there is one important sentence in " Brute force FIs - howtoFix.txt ", CrahCourseFIs folder which you obviously overread: Attention: - you may need to swap from 'Strip' to 'no Str' incase the meshviewer shows an ugly object. So you'll n...
- Thu Sep 23, 2021 8:53 am
- Forum: 3D/2D models
- Topic: .ab file not be extracted
- Replies: 1
- Views: 317
Re: .ab file not be extracted
Signature in .ab is "UnityFS". (UABE, as of 8/2019 can't decompress it, though.)
- Thu Sep 23, 2021 8:28 am
- Forum: 3D/2D models
- Topic: Brute Force (XBOX 2003) - Models
- Replies: 100
- Views: 10756
Re: Brute Force (XBOX 2003) - Models
We have Tex now as well but he is still needing to be worked on, as he is missing parts of his model due to the work that was done to him (lots of removing of those broken glitchy triangle meshes from Hex2obj's model extraction) It's not a problem of hex2obj , it's a problem of wrong parameters (st...
- Wed Sep 22, 2021 10:09 pm
- Forum: 3D/2D models
- Topic: Brute Force (XBOX 2003) - Models
- Replies: 100
- Views: 10756
Re: Brute Force (XBOX 2003) - Models
, and renaming the "objx's" to "obj" seems to either work or corrupt the file. Well, it's a very simple fix: example: in objects-common_7_%_. objx delete the marked lines (<<<) then rename from .objx to .obj: # 0xe118: faceIndices= 3932, triangles= 1310 (strips?) f 6141/6141 5/5...
- Tue Sep 21, 2021 9:53 pm
- Forum: 3D/2D models
- Topic: Brute Force (XBOX 2003) - Models
- Replies: 100
- Views: 10756
Re: Brute Force (XBOX 2003) - Models
yeah, see, 25 objx files. Sadly I don't have the time to care for them. I usually offer users possibilities to help themselves. See the crash course I mentioned. Learn the basics, read the crash course. That's no rocket science. edit: faster approach, Procedure for objects-common_5_%_.objx: first li...
- Tue Sep 21, 2021 8:13 pm
- Forum: 3D/2D models
- Topic: Brute Force (XBOX 2003) - Models
- Replies: 100
- Views: 10756
Re: Brute Force (XBOX 2003) - Models
Your whole process you created, Shako - works for any of the other files in the game as well it seems. Good to hear. :) (Are the uvs correct, too?) If you could figure out why the models get these glitchy triangles or if you know why that would help. Did you read Brute force FIs - howtoFix.txt in t...
- Tue Sep 21, 2021 4:18 pm
- Forum: 3D/2D models
- Topic: Brute Force (XBOX 2003) - Models
- Replies: 100
- Views: 10756
- Tue Sep 21, 2021 4:14 pm
- Forum: 3D/2D models
- Topic: Brute Force (XBOX 2003) - Models
- Replies: 100
- Views: 10756
Re: Brute Force (XBOX 2003) - Models
I tried using Hex2Obj again and after several unsuccessful attempts I just accepted the fact that not everyone can use it.. :oops: Well, ok. Maybe this tool might ease your mind? Tested with objects-m01_b.xmb and objects-m01_b.ivd (and objects-common) only so might fail for others. . Make_H2O-Brute...
- Mon Sep 20, 2021 6:59 pm
- Forum: 3D/2D models
- Topic: HeatBlast.et_decomp model?
- Replies: 10
- Views: 1061
Re: HeatBlast.et_decomp model?
And ever, for me. 
- Mon Sep 20, 2021 6:52 pm
- Forum: 3D/2D models
- Topic: HeatBlast.et_decomp model?
- Replies: 10
- Views: 1061
Re: HeatBlast.et_decomp model?
so what happens if I try and put 187c7 in? As what? A vertex start address? Why? As a hint, the address 9095 here (tool from Lazov?) appears to be a decimal value, afaics. hex2obj expects the addresses as hexadecimal values. Obviously you don't know this? (It adds 0x automatically so no need to ent...
- Mon Sep 20, 2021 6:03 pm
- Forum: 3D/2D models
- Topic: Ask for help to open the model, the file is similar to ogre3d format
- Replies: 18
- Views: 1880
Re: Ask for help to open the model, the file is similar to ogre3d format
Using hex2obj (view link in my sig):
.
.
- Sun Sep 19, 2021 8:19 pm
- Forum: 3D/2D models
- Topic: Brute Force (XBOX 2003) - Models
- Replies: 100
- Views: 10756
Re: Brute Force (XBOX 2003) - Models
objects-m01_b.xmb_570.h2o is in the zip file of the "crash course post", just replace 0x30f64 3 in its first line by 0x30F70 3098.
(yes, face indices start address corrected, that's the reason why a crash course was required
)
(yes, face indices start address corrected, that's the reason why a crash course was required
