Some sub mesh:
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- Thu Jul 22, 2021 8:47 am
- Forum: 3D/2D models
- Topic: Fate Grand Order Arcade
- Replies: 268
- Views: 74160
- 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.
- 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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- 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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- 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 ...
- 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 ...
- 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.
- 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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- 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.
- 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
Checked the .asf, no time to care for face indices, sorry: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,
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- 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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- 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...
- 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,...
- 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...
- 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 ...
