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Search found 4134 matches
- 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.
- 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...
- 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
viewtopic.php?f=16&t=23810&hilit=roadkill
- 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:
.
Btw, having the params for FourArms_WC_____00000000.et_decomp as an example it's no rocket science to get them for MegaWhatt_Arc:
.
- 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...
- 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?
- 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):...
- 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)
(Didn't care for uvs.)
- 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.)
(Watch vertex block at 0x1edf8 in the file535, FVFsize=48 and see how FFFFFFFF "wanders" after 170 vertices.)
- 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
Surprise!
That's what I said: "A little bit tedious to build"...
- 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.
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).
.
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).
.
- 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!
. Checked one sub mesh only.
(uvs look a little bit strange, but no time for fiddling)
2nd uv channel: uvpos= 76
. Checked one sub mesh only.
(uvs look a little bit strange, but no time for fiddling)
2nd uv channel: uvpos= 76
- 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".
(You may try, of course, but usually it doesn't work.
)
At least this is the 2nd decent textured model I see...
At least this is the 2nd decent textured model I see...
- 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:
. 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
. 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
- 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...
