Search found 4134 matches

by shakotay2
Sat Nov 07, 2020 6:49 pm
Forum: 3D/2D models
Topic: RaceRoom Racing Experience .kluns
Replies: 122
Views: 28177

Re: RaceRoom Racing Experience .kluns

I couldn't keep my hands off it and had to try it out directly tonight. well, keep up that spirit! 8) May I ask you if the hood (car_template_9.obj) has missing faces on your side too, shakotay2? You may - and 'yes', but it doesn't look like "missing faces" to me because the misses are sy...
by shakotay2
Wed Nov 04, 2020 10:23 am
Forum: 3D/2D models
Topic: RaceRoom Racing Experience .kluns
Replies: 122
Views: 28177

Re: RaceRoom Racing Experience .kluns

For example, if I want to correct car_template_89.obj~, I look for the wrong vertices. Actually I should take the line 5284, but after wrong vertices, the list will show correct ones again. Is there a solution or any hint how to solve this problem? well, I see the problem. This would require some r...
by shakotay2
Fri Oct 30, 2020 9:14 pm
Forum: 3D/2D models
Topic: .amodel files (Table Top Racing)
Replies: 19
Views: 3253

Re: .amodel files (Table Top Racing)

Using hex2obj (view link in my sig):
.
model-amodel.png
by shakotay2
Wed Oct 28, 2020 10:35 am
Forum: 3D/2D models
Topic: Uncharted Golden Abyss .bsm files
Replies: 2
Views: 691

Re: Uncharted Golden Abyss .bsm files

What I find is point clouds (here's normals, which look ok), but the face indices don't seem to fit. . a2_ground_mesh.png For the meshes, here for exampe is a strange offset in columns (look at the sevens), whatever, no time to fiddle around: ... 19061 16850 45582 16587 10677 16640 31754 16296 40958...
by shakotay2
Wed Oct 21, 2020 7:41 pm
Forum: 3D/2D models
Topic: hex2obj giving vertex count that is too high?
Replies: 9
Views: 1400

Re: hex2obj giving vertex count that is too high?

Hi kgal104, the face indices are bytes for the file you posted which hex2obj doesn't support. (maximum face index=182 -> vertexcount ) You may try out the tools from Bigchillghost or Lazov which should have that option. Here*s the obj file with "manually" created face indices: . test_binge...
by shakotay2
Fri Oct 09, 2020 12:38 pm
Forum: 3D/2D models
Topic: Fate/Extella and Fate/Extella Link .mtb animations
Replies: 8
Views: 2763

Re: Fate/Extella and Fate/Extella Link .mtb animations

Kotcrab wrote: Thu Apr 30, 2020 10:47 pm I figured out a way to extract Fate/Extella and Fate/Extella Link animations from .mtb files. The process is a bit complicated but basically it uses the game itself to decode frames. This was simpler to do than figuring out the format details.
Very cool idea! 8)
by shakotay2
Fri Sep 18, 2020 11:20 am
Forum: 3D/2D models
Topic: Help with MDS files - PS4 Themes
Replies: 2
Views: 639

Re: Help with MDS files - PS4 Themes

You'll need some coding to convert the text to a wavefront obj file for example. From Arrays "arrays-0" POSITION|NORMAL|TEXCOORD 0 25 { -384.000000 -12288.000000 0.000000 0.000000 0.000000 1.000000 0.000000 1.000000 ... you'd get v -384.000000 -12288.000000 0.000000 vt 0.000000 1.000000 .....
by shakotay2
Mon Sep 14, 2020 6:57 pm
Forum: 3D/2D models
Topic: PSV .phyre File Unpack Help
Replies: 6
Views: 1425

Re: PSV .phyre File Unpack Help

Use File/SaveAs mesh in hex2obj. The uvs are the lines with "vt" in the created wavefront obj file (usually in same folder as the model file).
by shakotay2
Mon Sep 14, 2020 5:26 pm
Forum: 3D/2D models
Topic: PSV .phyre File Unpack Help
Replies: 6
Views: 1425

Re: PSV .phyre File Unpack Help

Use HF_UV as reh said. (And remove the 0x before the uv address 19344.)
.
hf0206-dae-phyre.png
btw: don't open multiple threads on the same issue, please
by shakotay2
Sat Aug 29, 2020 9:41 am
Forum: 3D/2D models
Topic: LittleBigPlanet .mol hex2obj
Replies: 50
Views: 8414

Re: LittleBigPlanet .mol hex2obj

sonicdude143 wrote: Sat Aug 29, 2020 8:05 amwhen you go far it has multiple vertices and the UVs are wrong any ideas?
Could you be more specific, please?
As always I cared for the first submesh only and apart from some fiddling to get the uvs' start address it was not too hard:
.
grass_strip.png
by shakotay2
Fri Aug 28, 2020 9:47 am
Forum: 3D/2D models
Topic: Captain Tsubasa: Rise of New Champions Models?
Replies: 49
Views: 13252

Re: Captain Tsubasa: Rise of New Champions Models?

Using hex2obj (view link in my sig):
.
upperbody02_01_01_03-tmd2.png
(uvs might need a deeper look at.)
by shakotay2
Tue Aug 25, 2020 7:44 am
Forum: 3D/2D models
Topic: Model00p And World00p
Replies: 2
Views: 666

Re: Model00p And World00p

.Model00p looks compressed (signature PCMDM). You'll need to uncompress them to get the model data.
by shakotay2
Sun Aug 23, 2020 12:44 pm
Forum: 3D/2D models
Topic: MS Flight Sim 2020 GLTF (GLB) 3d models importer (Request)
Replies: 5
Views: 1375

Re: MS Flight Sim 2020 GLTF (GLB) 3d models importer (Request)

uvs_halfFloats.png
So the uvs of the submesh here are half floats - mesh format doesn't look too hard but I usually don't care when solutions already exist.

(Too sad that the code is burried in a dll without source.)
by shakotay2
Sun Aug 23, 2020 9:31 am
Forum: 3D/2D models
Topic: MS Flight Sim 2020 GLTF (GLB) 3d models importer (Request)
Replies: 5
Views: 1375

Re: MS Flight Sim 2020 GLTF (GLB) 3d models importer (Request)

Trophi Hunter wrote: Sun Aug 23, 2020 4:02 amNoesis does import them but the UVS are broken.
What does that mean exactly? Looks better than expected:
.
Lever_Elevatortrim.png
(Maybe a swap between half floats and shorts required, or vice versa, dunno, because the code is hidden in a dll.)
by shakotay2
Thu Aug 13, 2020 9:52 am
Forum: 3D/2D models
Topic: MadWorld [Wii] .dat
Replies: 22
Views: 4237

Re: MadWorld [Wii] .dat

Using hex2obj (view link in my sig):
.
pl0010_1-dat.png
(no time to care for face indices)