(In some rare cases where I'm interested in the models myself I create some Make_obj (or Make_H2O) project. That's the way it goes and I won't change it.
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- Sun Aug 01, 2021 7:52 pm
- Forum: 3D/2D models
- Topic: Ben 10 Alien Force .et files help!
- Replies: 4
- Views: 751
Re: Ben 10 Alien Force .et files help!
Mind to show to vertices? I won't do all the work - my usual job is to show the first sub mesh of one sample.
(In some rare cases where I'm interested in the models myself I create some Make_obj (or Make_H2O) project. That's the way it goes and I won't change it.
)
(In some rare cases where I'm interested in the models myself I create some Make_obj (or Make_H2O) project. That's the way it goes and I won't change it.
- Fri Jul 30, 2021 1:56 pm
- Forum: 3D/2D models
- Topic: Echo Night 3 PS2
- Replies: 4
- Views: 706
- Fri Jul 30, 2021 1:49 pm
- Forum: 3D/2D models
- Topic: Valentino Rossi The Game/Milestone .Bin file export
- Replies: 3
- Views: 446
Re: Valentino Rossi The Game/Milestone .Bin file export
Seems good, do you have any solid tutorial for hex2obj because the original is quite difficult to understand. well, the project is finished, more or less - so I surely won't write another tutorial. :eek: You may read through the "Extracting simple models" thread: https://forum.xentax.com/...
- Fri Jul 30, 2021 8:29 am
- Forum: 3D/2D models
- Topic: Exanima 3D models, unknown format
- Replies: 17
- Views: 1769
Re: Exanima 3D models, unknown format
The formula would be directPosIdx[i] = posIndices[ faceIndices[i] ] ... yeah, that's what I used in my last posted picture. Or you just recreate the position and uv buffer to use the face indices directly: directPosCoord[i] = positions[ posIndices[i] ] directUvCoord[i] = uvs[ uvIndices[i] ] That's ...
- Thu Jul 29, 2021 11:14 pm
- Forum: 3D/2D models
- Topic: Valentino Rossi The Game/Milestone .Bin file export
- Replies: 3
- Views: 446
Re: Valentino Rossi The Game/Milestone .Bin file export
As a first impression (maybe more tomorrow):
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If you think of a one-click-solution I guess, "no". As always you'll need to understand the data structure, test it in a tool (AXE, MR, hex2obj), then write a script.
- Thu Jul 29, 2021 10:01 pm
- Forum: 3D/2D models
- Topic: Exanima 3D models, unknown format
- Replies: 17
- Views: 1769
Re: Exanima 3D models, unknown format
Maybe for uvs are indexed are something like that? Yep, newbie, and the vertices, too. :roll: Well, indexed indices. "Data Reorganizer" of AXE is a good idea but too complex for me (and hex2obj - guess I will create/hold all the data in its memory. But no idea how to keep this simple for ...
- Thu Jul 29, 2021 1:00 pm
- Forum: 3D/2D models
- Topic: Exanima 3D models, unknown format
- Replies: 17
- Views: 1769
Re: Exanima 3D models, unknown format
Maybe for uvs are indexed are something like that?
Point cloud looks ok:
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Point cloud looks ok:
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- Thu Jul 29, 2021 12:22 pm
- Forum: 3D/2D models
- Topic: Exanima 3D models, unknown format
- Replies: 17
- Views: 1769
Re: Exanima 3D models, unknown format
well, doesn't look too bad: . 2h_axe.png Guess you need to use a lesser face index count (15?) for the first sub mesh, then find the start of the next face indices block for the mesh. (For the uvs it's different, max FI is 116 there. ) edit: nope, it's indexed vertices (or to say, there's an additio...
- Wed Jul 28, 2021 7:13 pm
- Forum: 3D/2D models
- Topic: B10OV CHAR_FourArms_WC.et_decomp help.
- Replies: 6
- Views: 906
Re: B10OV CHAR_FourArms_WC.et_decomp help.
It's supposed to be - someone has to do the remaining work
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- Wed Jul 28, 2021 2:09 pm
- Forum: 3D/2D models
- Topic: Exanima 3D models, unknown format
- Replies: 17
- Views: 1769
Re: Exanima 3D models, unknown format
Like vertices the uvs seem to make sense:
. (We'd need the texture to maybe tell more.)
. (We'd need the texture to maybe tell more.)
- Tue Jul 27, 2021 11:11 pm
- Forum: 3D/2D models
- Topic: Ninja Gaiden Black (Xbox) .kmd and .chr files
- Replies: 6
- Views: 1598
Re: Ninja Gaiden Black (Xbox) .kmd and .chr files
Take your time.
Finding the start of vertices in aya_a.kmd is no rocket science, I just scrolled down through the file in a hex editor:
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Finding the start of vertices in aya_a.kmd is no rocket science, I just scrolled down through the file in a hex editor:
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- Sun Jul 25, 2021 5:06 pm
- Forum: 3D/2D models
- Topic: B10OV CHAR_FourArms_WC.et_decomp help.
- Replies: 6
- Views: 906
- Sun Jul 25, 2021 1:23 pm
- Forum: 3D/2D models
- Topic: B10OV CHAR_FourArms_WC.et_decomp help.
- Replies: 6
- Views: 906
Re: B10OV CHAR_FourArms_WC.et_decomp help.
Well, I was in the hope you could start some research by yourself. These are my nearest hits:lilyampykidYTXeNTaX wrote: ↑Sat Jul 24, 2021 7:34 pm Hey Shakotay2, can I get help with CHAR_FourArms_WC.et_decomp?
. (both meshes look similar somehow)
- Sat Jul 24, 2021 2:49 pm
- Forum: 3D/2D models
- Topic: (Xbox) Crimson Skies High Road to Revenge plane models (.x)
- Replies: 72
- Views: 16144
Re: (Xbox) Crimson Skies High Road to Revenge plane models (.x)
, but what file you open on a debugger (ida or ghidra) of an xbox1 game? well, I guess you'll need the XBox360 SDK? ------------------------------ Would this be useful for refining existing model plugins/converters for CS? Usually we don't have access to the .pdb files of those plugins/converters. ...
- Fri Jul 23, 2021 6:10 pm
- Forum: 3D/2D models
- Topic: (Xbox) Crimson Skies High Road to Revenge plane models (.x)
- Replies: 72
- Views: 16144
Re: (Xbox) Crimson Skies High Road to Revenge plane models (.x)
Afaik .pdb is the symbol table, you load the exe into a debugger (windbg, IDA, OllyDbg) then usually the symbol table is loaded and you can see data types, set break points, etc.
Here are the symbols of a 3D tools of mine in x32dbg (successor of OllyDbg?) :
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Here are the symbols of a 3D tools of mine in x32dbg (successor of OllyDbg?) :
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