Search found 4134 matches

by shakotay2
Thu Jul 22, 2021 8:47 am
Forum: 3D/2D models
Topic: Fate Grand Order Arcade
Replies: 268
Views: 74160

Re: Fate Grand Order Arcade

Some sub mesh:
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svt_0001_s01_obj-bin.png
by shakotay2
Thu Jul 22, 2021 8:30 am
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

Hey, read the tutorial of hex2obj ('tut' button). Learn how to detect face indices and floats then research should work like a charm.
by shakotay2
Thu Jul 22, 2021 12:07 am
Forum: 3D/2D models
Topic: Fate Grand Order Arcade
Replies: 268
Views: 74160

Re: Fate Grand Order Arcade

In the end it looks like animation data:
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a3d_SVT_0001-farc.png
by shakotay2
Wed Jul 21, 2021 12:55 pm
Forum: 3D/2D models
Topic: Echo Night 3 PS2
Replies: 4
Views: 706

Re: PS2 .vmd model

Maximum face index should be around 40 (== vertex count) - I didn't get suiting face indices so far. (So used auto created ones.)
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sphere_part.png
by shakotay2
Fri Jul 16, 2021 10:30 pm
Forum: 3D/2D models
Topic: Brute Force (XBOX 2003) - Models
Replies: 100
Views: 10756

Re: Brute Force (XBOX 2003) - Models

Picked up params of some bigger meshes (sub_mesh_no, hex_start address of FIs, dec_vertexCount, vertexStart): 20. 45d24, 1010 at 0xe340c, correction start of FIs: 0x45d30 37. 46844, 2192 at 0x11c40c, correction start of FIs: 0x46850 38. 9150, 424 at 0x12918c 39. 9650, 632 at 0x12b94c 42. 491d8, 872 ...
by shakotay2
Fri Jul 16, 2021 5:38 pm
Forum: 3D/2D models
Topic: Brute Force (XBOX 2003) - Models
Replies: 100
Views: 10756

Re: Brute Force (XBOX 2003) - Models

well, on a quick check (following DKDave) this (start of face indices, v cnt, v addr): 0. 0x290 , 38 verts at 0xb8acc 1. 0x310 , 64 verts at 0xb8e5c 2. 0x3E0 , 64 verts at 0xb945c 3. 0x4B0 , 64 verts at 0xb9a5c 4. 0x580 , 108 verts at 0xba05c So, that's not overwhelming (from the vertex counts). :D ...
by shakotay2
Fri Jul 16, 2021 1:15 pm
Forum: 3D/2D models
Topic: Brute Force (XBOX 2003) - Models
Replies: 100
Views: 10756

Re: Brute Force (XBOX 2003) - Models

I don't have objects-e01.xmb and I wouldn't download 435 MB just to have a look at this one file.
by shakotay2
Thu Jul 15, 2021 11:06 am
Forum: 3D/2D models
Topic: Ride (by Milestone) .BIN format
Replies: 35
Views: 16361

Re: Ride (by Milestone) .BIN format

Chunks of low poly sub meshes? Little bit tedious/not very interesting (I may be wrong, though).
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allbikes-bin-1.png
by shakotay2
Wed Jul 14, 2021 1:48 pm
Forum: 3D/2D models
Topic: Ride (by Milestone) .BIN format
Replies: 35
Views: 16361

Re: Ride (by Milestone) .BIN format

I have no idea, BIKE001.BIN starts with signature "GARCHIVE" while ALLBIKES.BIN does not.
by shakotay2
Sun Jul 11, 2021 4:18 pm
Forum: 3D/2D models
Topic: Exist Archive [PS Vita] - .asf/apk/aif files
Replies: 3
Views: 627

Re: Exist Archive [PS Vita] - .asf/apk/aif files

Diablomarv wrote: Sun Jul 11, 2021 2:33 am Hi, I've been looking into the Exist Archive [Vita] character models, I managed to extract the main cpk file and found the model files,
Checked the .asf, no time to care for face indices, sorry:
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cp002_a01-asf-point_cloud.png
(used auto created tri strips on the right)
by shakotay2
Sun Jul 11, 2021 3:57 pm
Forum: 3D/2D models
Topic: Conflict series .eobj files
Replies: 8
Views: 1103

Re: Conflict series .eobj files

A little bit tedious to build/find the sub meshes:
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file535-obj.png
by shakotay2
Fri Jul 09, 2021 5:51 pm
Forum: 3D/2D models
Topic: How can I open this .skeleton and .anim file?
Replies: 5
Views: 880

Re: How can I open this .skeleton and .anim file?

you could try to transform the following into an smd file, not too hard but tedious. Looks like: bone_name, 3x3 rot matrix and position (x,y,z): Bip001 Pelvis_20 -0.000001 1 0 -1 -0.000001 0 0 0 1 0.011691 -0.078477 -0.679508 -0.000001 1 0 1 0.000001 0.000001 0.000001 0 -1 0.011692 -0.078474 0.67950...
by shakotay2
Fri Jul 09, 2021 1:25 pm
Forum: 3D/2D models
Topic: How can I open this .skeleton and .anim file?
Replies: 5
Views: 880

Re: How can I open this .skeleton and .anim file?

Which game is it from? Strange mix of binary and ASCII data, here's ASCII , assumed keyframes for Bip001, act_10.skeleton : 0,0,0,0,1900,0,0,0,5200,0.08,0.01,0.01,12266,0.35,0.01,0.1,14666,0.4,0.01,0.12,16100,0.41,0.01,0.13,17700,0.39,0.01,0.13,19300,0.34,0.01,0.11,20900,0.25,0.01,0.09,22700,0.11,0,...
by shakotay2
Mon Jul 05, 2021 9:15 pm
Forum: 3D/2D models
Topic: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models
Replies: 218
Views: 48790

Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models

Looks nice. Thanks Edit: Btw, what format should the script be so I might get the textures on the model. I didn't really care for textures in Noesis scripts so far. You'll have to search through the hundreds of Noesis scripts in this forum to find one where textures are applied, to see how it's don...
by shakotay2
Sun Jul 04, 2021 11:09 pm
Forum: 3D/2D models
Topic: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models
Replies: 218
Views: 48790

Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models

Thanks, it should work. I'll try to use Hexedit, but I'm not good at it so. Usually it's a matter of learning. :) Patience, etc. The script from here can create a log with params for more than 2000 models. Some little changes need to be applied to that script, though. Same as above: "a matter ...