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Search found 4134 matches
- 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...
- 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...
- 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):
.
.
- 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...
- 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...
- 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
Very cool idea!
- 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 .....
- 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).
- 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.)
. btw: don't open multiple threads on the same issue, please
. btw: don't open multiple threads on the same issue, please
- Sat Aug 29, 2020 9:41 am
- Forum: 3D/2D models
- Topic: LittleBigPlanet .mol hex2obj
- Replies: 50
- Views: 8414
Re: LittleBigPlanet .mol hex2obj
Could you be more specific, please?sonicdude143 wrote: ↑Sat Aug 29, 2020 8:05 amwhen you go far it has multiple vertices and the UVs are wrong any ideas?
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:
.
- 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):
. (uvs might need a deeper look at.)
. (uvs might need a deeper look at.)
- 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.
- 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)
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.)
(Too sad that the code is burried in a dll without source.)
- 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)
What does that mean exactly? Looks better than expected:
. (Maybe a swap between half floats and shorts required, or vice versa, dunno, because the code is hidden in a dll.)
- 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):
. (no time to care for face indices)
. (no time to care for face indices)
