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- Tue Feb 02, 2021 9:51 am
- Forum: 3D/2D models
- Topic: Allods online updated final request
- Replies: 40
- Views: 7089
Re: Allods online updated final request
well, sometimes a further step is required: press the go1 button when you have entered your params. at the bottom of the left lower listbox you'll find the max face index : 37773 ( MountBeetle ). Use it as the vertex count for step 3 Is different from the calculated (overall) vertex count here. ----...
- Mon Feb 01, 2021 8:30 pm
- Forum: 3D/2D models
- Topic: Brute Force (XBOX 2003) - Models
- Replies: 100
- Views: 10756
Re: Brute Force (XBOX 2003) - Models
Woah, those are some funky looking models. Is there any script I can use to import them? You don't think I'd struggle around with hex2obj if I had access to scripts, do you? :D I suck at Hex2Obj and I don't want to lose their rigging data either. I know. But atm there's no way around. . map&...
- Mon Feb 01, 2021 7:44 pm
- Forum: 3D/2D models
- Topic: Brute Force (XBOX 2003) - Models
- Replies: 100
- Views: 10756
Re: Brute Force (XBOX 2003) - Models
You can try out dozens of face index blocks - fail so far:
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- Mon Feb 01, 2021 5:46 pm
- Forum: 3D/2D models
- Topic: Brute Force (XBOX 2003) - Models
- Replies: 100
- Views: 10756
Re: Brute Force (XBOX 2003) - Models
(Some fiddling required to get the rest of the vertices.)
FVFsize toggles between 24 and 32 for example.
FVFsize toggles between 24 and 32 for example.
- Mon Feb 01, 2021 8:21 am
- Forum: 3D/2D models
- Topic: Allods online updated final request
- Replies: 40
- Views: 7089
Re: Allods online updated final request
You can use a whatever face index count but it must be < calculated face index count (see my post somewhere above). But you can't set the vertex count independently! Because there's a relationship: the maximum face index (FI) equals the vertex count. Max FI is calculated and displayed in the lower l...
- Sun Jan 31, 2021 11:27 pm
- Forum: 3D/2D models
- Topic: Allods online updated final request
- Replies: 40
- Views: 7089
Re: Allods online updated final request
ehm, yeah, read my post completely! :D face index count: 269622/2= 134811 start of face indices: 0xa23b8 Has to be applied, of course (thought this being obvious :) ) Then switch to 'noPtC'. edit: well, this was the misleading part in my previous post, sorry "Enter the params (see pic below), t...
- Sun Jan 31, 2021 8:38 pm
- Forum: 3D/2D models
- Topic: Allods online updated final request
- Replies: 40
- Views: 7089
Re: Allods online updated final request
Shakotayyyyyyy! I was trying to find a way to separate the meshes and I found a file that will help alot with that step its called .xdb file Well, more confusion than help for me: <modelElements> <Item> <lods> <Item> <indexBufferBegin>0</indexBufferBegin> <indexBufferEnd>8040</indexBufferEnd> <vert...
- Fri Jan 29, 2021 9:29 am
- Forum: 3D/2D models
- Topic: Allods online updated final request
- Replies: 40
- Views: 7089
Re: Allods online updated final request
Here's the wavefront obj file (no normals): MountChopperCar.(Geometry)_decomp_0.zip ----- Here is the H2O file for hex2obj (copy 6 lines into a txt file and name it MountChopperCar.H2O, load decompressed bin, then the H2O file, press 'mesh' button to display; use File\SaveAs mesh to create obj file)...
- Fri Jan 29, 2021 12:23 am
- Forum: 3D/2D models
- Topic: Allods online updated final request
- Replies: 40
- Views: 7089
Re: Allods online updated final request
Left part of pic shows group3, consists of 107 submeshes:
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- Thu Jan 28, 2021 10:31 pm
- Forum: 3D/2D models
- Topic: Allods online updated final request
- Replies: 40
- Views: 7089
Re: Allods online updated final request
Here's the index/group list (so for creating an obj file you'll have to backup this into an array instead of continuous writing of faces in case you want to join "sub groups" otherwise there would be 347 sub meshes):
- Thu Jan 28, 2021 10:11 pm
- Forum: 3D/2D models
- Topic: Allods online updated final request
- Replies: 40
- Views: 7089
Re: Allods online updated final request
well, not so bad (but group3 has several parts, biggest here): . group3.png f908: -0.633336 0.650284 2.545980 0.735946 0.445295 FF 80 7F FF FF 00 00 00 3 255 255 255 1992 1c108: -1.215630 0.928266 0.254375 0.047319 0.278180 6A 93 03 FF FF 00 00 00 3 255 255 255 1c128: -1.305700 1.408490 1.460090 0.5...
- Thu Jan 28, 2021 10:04 pm
- Forum: 3D/2D models
- Topic: Allods online updated final request
- Replies: 40
- Views: 7089
Re: Allods online updated final request
Maybe you can make some grouping using a byte in the FVFblock: 43e8: 1.404180 1.819670 0.236610 0.346654 0.476176 85 F2 48 FF FF 00 00 00 39 255 255 255 4408: 1.245370 2.008840 0.859255 0.855578 0.430977 53 23 34 FF FF 00 00 00 3 255 255 255 544 50e8: 1.389930 -1.013220 0.811186 0.800173 0.428872 14...
- Thu Jan 28, 2021 8:53 pm
- Forum: 3D/2D models
- Topic: Allods online updated final request
- Replies: 40
- Views: 7089
Re: Allods online updated final request
I didn't check how to properly divide up into sub meshes:
. (There's also lots of doubles which may need to be handled before.)
. (There's also lots of doubles which may need to be handled before.)
- Thu Jan 28, 2021 8:34 pm
- Forum: 3D/2D models
- Topic: Allods online updated final request
- Replies: 40
- Views: 7089
- Thu Jan 28, 2021 8:20 pm
- Forum: 3D/2D models
- Topic: Allods online updated final request
- Replies: 40
- Views: 7089
Re: Allods online updated final request
Helloo, anyone still here trying to get the models from this game? here are some examples.. https://www.mediafire.com/file/hutt46jtag91973/Axe_2H_D_16_PowerOrc.%2528Geometry%2529.bin/file The Axe's first mesh is simple to get using hex2obj (view link in my sig) while the script seems to look for a ...
