Search found 100 matches
- Fri Dec 02, 2016 12:59 am
- Forum: 3D/2D models
- Topic: [solved] Flipping Models and Skeletons
- Replies: 8
- Views: 1517
Re: Flipping Models and Skeletons
To get a bone's world transform, you multiply a bone's local transform by its parent's world transform (if the bone doesn't have a parent, copy the local transform to the world transform). For the other way around, you multiply the bone's world transform by the inverse of the parent's worldtransform...
- Thu Dec 01, 2016 4:59 pm
- Forum: 3D/2D models
- Topic: [solved] Flipping Models and Skeletons
- Replies: 8
- Views: 1517
Re: Flipping Models and Skeletons
For a ghetto solution you could invert the axis in your vertex shader after applying the skinning, before applying the other transforms.
- Tue Nov 29, 2016 3:34 pm
- Forum: 3D/2D models
- Topic: Model polygons are bad? [Solved]
- Replies: 8
- Views: 1433
Re: Model polygons are bad? [Solved]
Well, what was it?
- Sun Nov 27, 2016 5:25 pm
- Forum: 3D/2D models
- Topic: Model polygons are bad? [Solved]
- Replies: 8
- Views: 1433
Re: Model polygons are bad?
Can you provide the box file?
- Sat Nov 26, 2016 7:36 pm
- Forum: 3D/2D models
- Topic: Model polygons are bad? [Solved]
- Replies: 8
- Views: 1433
Re: Model polygons are bad?
For the box you have 8 vertices, but your indices go up to 23, so that's probably not index data or there are more vertices.
- Sun Nov 06, 2016 10:08 pm
- Forum: Game Archive
- Topic: Understanding Maps/Terrain
- Replies: 7
- Views: 1534
Re: Understanding Maps/Terrain
Knowing which game it is would be useful.
- Sun Sep 11, 2016 8:46 pm
- Forum: 3D/2D models
- Topic: Figuring out encoded vertex normal vector
- Replies: 9
- Views: 1946
Re: Figuring out encoded vertex normal vector
Yeah. I've never seen it done like this before, but it certainly saves space and it doesn't take too many instruction to decode in the shader.
- Sun Sep 11, 2016 2:06 am
- Forum: 3D/2D models
- Topic: Figuring out encoded vertex normal vector
- Replies: 9
- Views: 1946
Re: Figuring out encoded vertex normal vector
inline CVec2f SinCos(float f){ return CVec2f(cosf(f), sinf(f)); } void BDOGetTangentSpaceVectors(const CVec4f &input, CVec3f &Normal, CVec3f &Tangent, CVec3f &Binormal){ CVec2f bxy, bzs, txy, tzs; CVec4f scaled = input * (M_PI * 2.0f) - M_PI; //Rescale from 0.0 - 1.0 to -PI - +PI txy = SinCos(scale...
- Tue Jun 14, 2016 6:26 pm
- Forum: Game Archive
- Topic: [Doom] Looking for a way to find encryption key
- Replies: 6
- Views: 1511
Re: [Doom] Looking for a way to find encryption key
Open the exe in disassembler then look for references the the debug/log strings.
- Mon Jun 06, 2016 1:54 am
- Forum: 3D/2D models
- Topic: Star Wars: Clone Wars Adventures (*.dme)
- Replies: 51
- Views: 9664
Re: Star Wars: Clone Wars Adventures (*.dme)
That's the older version of the format used by Planetside 2/H1Z1.
- Thu Jun 02, 2016 1:53 pm
- Forum: 3D/2D models
- Topic: [PC] Tom Clancy's The Division [.mmb] - Noesis importer.
- Replies: 43
- Views: 17894
Re: [PC] Tom Clancy's The Division [.mmb] - Noesis importer.
Some of your UVs are broken because you aren't scaling the SNORM ones.
As for the mirroring, that's just an engine coordinate system thing.
As for the mirroring, that's just an engine coordinate system thing.
- Tue Apr 12, 2016 7:32 pm
- Forum: Game Archive
- Topic: The Division SDF Archive Format
- Replies: 131
- Views: 56352
Re: The Division SDF Archive Format
I haven't seen any variable length integers in MMB files.
- Mon Apr 11, 2016 7:19 pm
- Forum: Game Archive
- Topic: The Division SDF Archive Format
- Replies: 131
- Views: 56352
Re: The Division SDF Archive Format
Yeah, the Division's approach is certainly something new. But you probably won't get far without looking at the game's disassembly, because most of the per-file info is encoded in a way that's very hard to deduce from looking at it in a hex editor or something like that.
- Mon Apr 11, 2016 2:06 pm
- Forum: Game Archive
- Topic: The Division SDF Archive Format
- Replies: 131
- Views: 56352
Re: The Division SDF Archive Format
Or you could challenge yourself and try to figure it out on your own!
- Wed Mar 30, 2016 10:14 pm
- Forum: Game Archive
- Topic: how to open this file?
- Replies: 9
- Views: 1716
Re: how to open this file?
Those are just Flash files with compression enabled, you can look at the file spec for SWF to see how to decompress them.
You can get the PDF with the swf spec here: http://www.adobe.com/devnet/swf.html.
You can get the PDF with the swf spec here: http://www.adobe.com/devnet/swf.html.
