Search found 4134 matches

by shakotay2
Sun Sep 19, 2021 8:11 pm
Forum: 3D/2D models
Topic: Brute Force (XBOX 2003) - Models
Replies: 100
Views: 10756

Re: Brute Force (XBOX 2003) - Models

3919 vertices for one head? Well, that's a lot. ----------------------------- I guess I found the data of arms and Helmet for the previous posted body, in updated objects-m01_b.xmb_570.h2o : 0x30F70 3098 Vb1 32 16 0x180914 1204 021000 0x0 255 . Whoever_Helmet.png (2 faces missing in the left arm, du...
by shakotay2
Sun Sep 19, 2021 7:35 pm
Forum: 3D/2D models
Topic: Brute Force (XBOX 2003) - Models
Replies: 100
Views: 10756

Re: Brute Force (XBOX 2003) - Models

Thanks. To get the vertex count one needs to count all vertex lines in the "v0 table". There's 16 to be seen only.
(I assume the highest value in the VTX column is identical to the vertex count.)
by shakotay2
Sun Sep 19, 2021 2:20 pm
Forum: 3D/2D models
Topic: Brute Force (XBOX 2003) - Models
Replies: 100
Views: 10756

Re: Brute Force (XBOX 2003) - Models

This is the result when you use
571. 327b8, # 1308 at 0x189f94
from .. params-log.txt file in the zip in above post:
.
whoever.png
But I didn't find the head so I decided to let other people do it. :D
by shakotay2
Sun Sep 19, 2021 2:03 pm
Forum: 3D/2D models
Topic: Brute Force (XBOX 2003) - Models
Replies: 100
Views: 10756

Re: Brute Force (XBOX 2003) - Models

well, I see, you've got some motivation! :) Me, I don't have the time to finish the extraction tool so I'll leave here some H2O files and a short crash course on "How to use them": BruteForce, use of H2O files explained (more or less) ----------------------------------------------------- U...
by shakotay2
Sat Sep 18, 2021 11:39 am
Forum: 3D/2D models
Topic: Brute Force (XBOX 2003) - Models
Replies: 100
Views: 10756

Re: Brute Force (XBOX 2003) - Models

Wait, how did you just get that complete model of brutus? Using hex2obj? The parameters are in the xmb files, see here (click up arrow): Then I put them into hex2obj , yes. Did you somehow use the numbers in my screenshot from the thing I sent in anyway for that? No. (Counts, if any, are unreadable...
by shakotay2
Fri Sep 17, 2021 8:11 pm
Forum: 3D/2D models
Topic: Brute Force (XBOX 2003) - Models
Replies: 100
Views: 10756

Re: Brute Force (XBOX 2003) - Models

rest of the beast (hands not tri stripped for some unknown reason):
.
Brutus.png
by shakotay2
Fri Sep 17, 2021 7:51 pm
Forum: 3D/2D models
Topic: Brute Force (XBOX 2003) - Models
Replies: 100
Views: 10756

Re: Brute Force (XBOX 2003) - Models

I essentially got the entire models of Tex and Brutus in their original T-Pose/A-Pose doing this. This is probably not the most optimized way to try and get these models but I did figure this out. Yeah, cool! There's many ways to Rome - what counts is that you reach it (without feeling sad or so :D...
by shakotay2
Fri Sep 17, 2021 5:16 pm
Forum: 3D/2D models
Topic: Brute Force (XBOX 2003) - Models
Replies: 100
Views: 10756

Re: Brute Force (XBOX 2003) - Models

@manbig343: thanks! But there's too many objects to find what you want so I just chose this one: . m01_b_0x1b0c54.png ---------------------------------------- For the object im my previous post the params from the xbm file are very clear: ... 167. 3a860, 168 at 0x35beec 168. 3aab0, 746 at 0x35ceac <...
by shakotay2
Thu Sep 16, 2021 11:53 pm
Forum: 3D/2D models
Topic: Brute Force (XBOX 2003) - Models
Replies: 100
Views: 10756

Re: Brute Force (XBOX 2003) - Models

If the UV map is able to be somehow made to work onto the shotgun model I got, then here is the texture. Usually I don't care for weapons. But well, to help you step in into the format: I'd need the info in which ivd file that gun is to be found? Can hex2obj extract the model files as an OBJ file? ...
by shakotay2
Thu Sep 16, 2021 12:40 pm
Forum: 3D/2D models
Topic: Brute Force (XBOX 2003) - Models
Replies: 100
Views: 10756

Re: Brute Force (XBOX 2003) - Models

uvs of static models in ivd files are easy to optain:
.
objects_e01-ivd.png
by shakotay2
Mon Sep 13, 2021 2:10 pm
Forum: 3D/2D models
Topic: Max Payne .ldb Level Models
Replies: 10
Views: 2173

Re: Max Payne .ldb Level Models

funny_tut.png
edit: meanwhile I checked some of the face indices "candidates" - always gives me a mess. There must be some trick...
by shakotay2
Mon Sep 13, 2021 12:22 pm
Forum: 3D/2D models
Topic: Max Payne .ldb Level Models
Replies: 10
Views: 2173

Re: Max Payne .ldb Level Models

Funny format, some small point clouds, yeah. In Tutorial.ldb 30..80 vertices per submesh, but FVFsize is varying from 35 to 36, then 37 bytes. Crazy. I assume this is worthless as long you don't know where or how to get the face indices. Maybe a "point cloud skinner" is an option? . MP_Tut...
by shakotay2
Sun Sep 12, 2021 1:55 pm
Forum: 3D/2D models
Topic: .v3o .v3d .vmo files from 2005 PC Game
Replies: 11
Views: 1756

Re: .v3o .v3d .vmo files from 2005 PC Game

I found a blender script for Emergency 4 .v3o model that seems to work fine with static models, but pushes every part of character to the center. yeah, that's because: The answer is very simple: the Sekretärin uses bones. You must use the bone position information to transfer the vertices to its co...
by shakotay2
Sat Sep 11, 2021 9:45 pm
Forum: 3D/2D models
Topic: HeatBlast.et_decomp model?
Replies: 10
Views: 1061

Re: HeatBlast.et_decomp model?

Not sure about your question. :?
At 0x2096C a face index block of a sub mesh seems to start.

edit: no, it's 0x2096B, because it's big endian (I forgot about that, sorry)
by shakotay2
Sat Sep 11, 2021 8:29 pm
Forum: 3D/2D models
Topic: HeatBlast.et_decomp model?
Replies: 10
Views: 1061

Re: HeatBlast.et_decomp model?

dunno, I don't have that model. Also keep in mind that this forum isn't meant to care for each single model you have. There's params for some .et_decomp models. Learn, understand, use them for other models. (People who help you here are not your servants, btw. That's what I feel when reading your la...