Search found 100 matches

by Sir Kane
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...
by Sir Kane
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.
by Sir Kane
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?
by Sir Kane
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?
by Sir Kane
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.
by Sir Kane
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.
by Sir Kane
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.
by Sir Kane
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...
by Sir Kane
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.
by Sir Kane
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.
by Sir Kane
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.
by Sir Kane
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.
by Sir Kane
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.
by Sir Kane
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!
by Sir Kane
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.