Search found 4134 matches

by shakotay2
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...
by shakotay2
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/...
by shakotay2
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

manbig343 wrote: Fri Sep 24, 2021 12:32 am Tried to copy the process you used in the brutus picture example where you said to delete the lines in the hex data of the characters to fix them, before renaming to .OBJ but the model never changed.
Had done this on a character from another mission.
Which one?
by shakotay2
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...
by shakotay2
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.)
by shakotay2
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...
by shakotay2
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...
by shakotay2
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...
by shakotay2
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...
by shakotay2
Tue Sep 21, 2021 4:18 pm
Forum: 3D/2D models
Topic: Brute Force (XBOX 2003) - Models
Replies: 100
Views: 10756

Re: Brute Force (XBOX 2003) - Models

clumpMe.png
by shakotay2
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...
by shakotay2
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. :wink:
by shakotay2
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...
by shakotay2
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):
.
CA_ST_aobao01_D-mesh.png
by shakotay2
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 :wink: )