Search found 4134 matches

by shakotay2
Fri Sep 10, 2021 8:45 pm
Forum: 3D/2D models
Topic: HeatBlast.et_decomp model?
Replies: 10
Views: 1061

Re: HeatBlast.et_decomp model?

Search for 000001000200 to find start addresses of face indices blocks. Some *.et_decomp files, such as FourArms_Teen (size: 2102848 bytes) don't contain any 000001000200 sequence - maybe it's texture files, dunno.
by shakotay2
Wed Sep 01, 2021 8:15 pm
Forum: 3D/2D models
Topic: Megawhatt_Surge.et_decomp solution with AMR?
Replies: 2
Views: 397

Re: Megawhatt_Surge.et_decomp solution with AMR?

well, I see, you're trying at least - that's good! :) the "99" is wrong - that's the "code" (in hex2obj !) for: "uvs not handled". Well, I've never explained that properly. :cry: But this is AMR. And 0xddf is not the start of texcoords but positions. UVs seem to start a...
by shakotay2
Tue Aug 31, 2021 5:05 pm
Forum: 3D/2D models
Topic: RoadKill Model rips and conversions
Replies: 2
Views: 382

Re: RoadKill Model rips and conversions

Did you read here? (especially the 2nd page)?
viewtopic.php?f=16&t=23810&hilit=roadkill
by shakotay2
Mon Aug 30, 2021 7:45 pm
Forum: 3D/2D models
Topic: Megawhatt_Arc.et_decomp help
Replies: 6
Views: 733

Re: Megawhatt_Arc.et_decomp help

When you search for 000000010002 there's more than one finds, so guess no.

Btw, having the params for FourArms_WC_____00000000.et_decomp as an example it's no rocket science to get them for MegaWhatt_Arc:
.
MegaWhatt_Arc_____00000000-et_decomp.png
by shakotay2
Mon Aug 30, 2021 12:36 pm
Forum: 3D/2D models
Topic: Megawhatt_Arc.et_decomp help
Replies: 6
Views: 733

Re: Megawhatt_Arc.et_decomp help

That's the way it works! :) You know that the parameters for hex2obj will be different for different models? Usually only the stride (FVFsize) and format ("float" for example) will remain the same. (For more complex formats even that may change.) The endianness (litE or BigE) is always the...
by shakotay2
Mon Aug 30, 2021 12:31 pm
Forum: 3D/2D models
Topic: Megawhatt_Arc.et_decomp help
Replies: 6
Views: 733

Re: Megawhatt_Arc.et_decomp help

Didn't we have a solution for spidermonkey.et or Jetray.et already? So why not use the information from that?
by shakotay2
Sun Aug 29, 2021 2:17 pm
Forum: 3D/2D models
Topic: how do you extract feamber file formats
Replies: 14
Views: 1611

Re: how do you extract feamber file formats

No reason to give up, is it? :D Here's how to patch Tuliopilloto's Noesis script for ( and only for ) the bmw_m2 zdo (for one sub mesh only). This is an excerpt from his script I will mainly deal with: bs.seek(0x14, NOESEEK_ABS) NumMesh = bs.readUInt() Offset = bs.readUInt() for i in range(NumMesh):...
by shakotay2
Sat Aug 28, 2021 12:06 am
Forum: 3D/2D models
Topic: Spongebob's House (hub model)
Replies: 2
Views: 423

Re: Spongebob's House (hub model)

SHUB-ho.png
(Didn't care for uvs.)
by shakotay2
Tue Aug 24, 2021 5:56 pm
Forum: 3D/2D models
Topic: Conflict series .eobj files
Replies: 8
Views: 1103

Re: Conflict series .eobj files

Depends on your skills - but this is not a 3D format I'd suggest to start with. Looks simple on a first glance but is a little bit weird on a second.
(Watch vertex block at 0x1edf8 in the file535, FVFsize=48 and see how FFFFFFFF "wanders" after 170 vertices.)
by shakotay2
Mon Aug 23, 2021 8:05 pm
Forum: 3D/2D models
Topic: Conflict series .eobj files
Replies: 8
Views: 1103

Re: Conflict series .eobj files

braveplayer50 wrote: Mon Aug 23, 2021 7:34 pmCharacter model is improper.
Surprise! :eek:
That's what I said: "A little bit tedious to build"...
by shakotay2
Mon Aug 23, 2021 10:05 am
Forum: 3D/2D models
Topic: Resident Evil 4 PS2 .bin models
Replies: 3
Views: 613

Re: Resident Evil 4 PS2 .bin models

Usually I don't care for weapons. :eek:

If you're asking for a solution for PS2, the model consists of many small submeshes. You'll need to collect them then fiddle around with auto creation of face indices (Noesis strips seem to work best so far).
.
PS2_ResEvil4_weap.png
by shakotay2
Mon Aug 23, 2021 9:24 am
Forum: 3D/2D models
Topic: Help extracting a model from bdae file
Replies: 2
Views: 415

Re: Help extracting a model from bdae file

welcome to the forum!
.
batman.png
Checked one sub mesh only.
(uvs look a little bit strange, but no time for fiddling)
2nd uv channel: uvpos= 76
by shakotay2
Thu Aug 19, 2021 6:34 pm
Forum: 3D/2D models
Topic: Help Macross 30 MLD
Replies: 41
Views: 11444

Re: Help Macross 30 MLD

You can't revive "dead horses". :D (You may try, of course, but usually it doesn't work. :wink: )

At least this is the 2nd decent textured model I see...
by shakotay2
Wed Aug 18, 2021 8:22 pm
Forum: 3D/2D models
Topic: Chinese Fast and Furious Mobile Game
Replies: 12
Views: 2493

Re: Chinese Fast and Furious Mobile Game

All 3 sub meshes:
.
bmw_m2.png
H2O files, 1st sub mesh:

0x272A8 24792
Vb1
12 99
0x708 4957
020100
0x1B106 4

and window screens:

0x68B44 522
Vb1
12 99
0x67C2C 138
020100
0x682A4 6
by shakotay2
Wed Aug 18, 2021 4:12 pm
Forum: 3D/2D models
Topic: how do you extract feamber file formats
Replies: 14
Views: 1611

Re: how do you extract feamber file formats

in addition update the noesis script so it doesn't spew this error here are files i tried: https://www.mediafire.com/file/07r2tluoim5cjqr/bmw_m2.zdo/file https://www.mediafire.com/file/3207bd301vwpten/ship14.zdo/file Did you ask the author Tuliopilloto from vg-resource.com for an update? (should be...