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- Sat Sep 13, 2014 1:14 pm
- Forum: Graphic file formats
- Topic: Call of Duty Ghosts DirectX 11 BC6 BC7 texture compression
- Replies: 8
- Views: 3985
Re: Call of Duty Ghosts DirectX 11 BC6 BC7 texture compressi
Managed to get it working with nvidia texture tools 2 as well. To be honest i have no idea what kind of garbage the nvidia tool wrote in the dds header, but this seems to work with the basic dds header (without the dx10 extension), with dwFourCC code equal to ATI2 and some other text added by the t...
- Fri Sep 12, 2014 4:11 pm
- Forum: Graphic file formats
- Topic: Call of Duty Ghosts DirectX 11 BC6 BC7 texture compression
- Replies: 8
- Views: 3985
Re: Call of Duty Ghosts DirectX 11 BC6 BC7 texture compressi
Managed to get it working with nvidia texture tools 2 as well. To be honest i have no idea what kind of garbage the nvidia tool wrote in the dds header, but this seems to work with the basic dds header (without the dx10 extension), with dwFourCC code equal to ATI2 and some other text added by the to...
- Fri Sep 12, 2014 3:18 pm
- Forum: Graphic file formats
- Topic: Call of Duty Ghosts DirectX 11 BC6 BC7 texture compression
- Replies: 8
- Views: 3985
Re: Call of Duty Ghosts DirectX 11 BC6 BC7 texture compressi
I solved my issue. Its a BC5 compressed image and it needs the "new" DDS_HEADER_DXT10 structure as an additional 20 bytes to the main dds header which needs the dwFourCC code to be set to "DX10" In this additional header the mode the form contains the surcace picture format which...
- Thu Sep 11, 2014 6:45 pm
- Forum: Graphic file formats
- Topic: Call of Duty Ghosts DirectX 11 BC6 BC7 texture compression
- Replies: 8
- Views: 3985
Re: Call of Duty Ghosts DirectX 11 BC6 BC7 texture compressi
I'm posting here instead of making a new topic because i think i have some similar textures and i am also guessing that they are compressed with one of the newest compression methods. https://www.dropbox.com/s/d7dnxzkd0t5cfk6/ball_nm.dds?dl=0 I've added a dxt5 (bc5) header on this one but it is a me...
- Sat Sep 06, 2014 9:55 pm
- Forum: 3D/2D models
- Topic: 3DS Monster Hunter 4 (2013) maxscript
- Replies: 15
- Views: 10739
Re: 3DS Monster Hunter 4 (2013) maxscript
How did you dump the model files from the rom?
I thought that there are still some decryption issues with them.
I thought that there are still some decryption issues with them.
- Sat Sep 06, 2014 9:51 pm
- Forum: 3D/2D models
- Topic: Game import MAXScripts & tools
- Replies: 312
- Views: 214023
Re: Game import MAXScripts
Ah, i wish i had checked that topic before :P 3 or 4 months now, i made a blender script for the Minion Rush game models, which happen to be .pig files and as i am seeing now they are pretty much common stuff for Gameloft games. I don't have the skeletons right yet, but i've managed to get the model...
- Sat Sep 06, 2014 9:31 pm
- Forum: 3D/2D models
- Topic: Pokemon Battle Revolution Bones [Problem]
- Replies: 25
- Views: 10990
Re: Pokemon Battle Revolution Bones [Problem]
sorry for the late response,Escope12 wrote:Hare is a ingame picture
i don't see something wrong. Its just the lighting effects that are applied from the game engine. If you notice, all model textures are as mate as hell. There are minor details on them.
- Mon Jun 09, 2014 4:54 pm
- Forum: 3D/2D models
- Topic: Pokemon Battle Revolution Bones [Problem]
- Replies: 25
- Views: 10990
Re: Pokemon Battle Revolution Bones [Problem]
OK Thank you. Did you also know that some of the models don't show how the game shows when they are textured? Can you also fix that? I tried a completely different way of reading and storing the bones, thinking that this was the cause of the mistakes, but again i ended up on a failure. I guess i'll...
- Mon May 19, 2014 11:16 pm
- Forum: 3D/2D models
- Topic: Pokemon Battle Revolution Bones [Problem]
- Replies: 25
- Views: 10990
Re: Pokemon Battle Revolution Bones [Problem]
OK Thank you. Did you also know that some of the models don't show how the game shows when they are textured? Can you also fix that? I tried a completely different way of reading and storing the bones, thinking that this was the cause of the mistakes, but again i ended up on a failure. I guess i'll...
- Sun May 18, 2014 8:32 am
- Forum: 3D/2D models
- Topic: Pokemon Battle Revolution Bones [Problem]
- Replies: 25
- Views: 10990
Re: Pokemon Battle Revolution Bones [Problem]
Do you think you can fix that? Well i was busy with other stuff, but when i imported the giratina model to check the bones, i started working on the bones again, trying to find out what is missing and how i can fix it. I decided to NOT apply any kind of matrix. Mew bones did not need a matrix to sh...
- Sat May 17, 2014 1:41 pm
- Forum: 3D/2D models
- Topic: Pokemon Battle Revolution Bones [Problem]
- Replies: 25
- Views: 10990
Re: Pokemon Battle Revolution Bones [Problem]
Thx - though it doesn't seem to make sense trying to correct the rotations manually. In your opening post you wrote "There is also another 3 float rotation defined". (I supposed them to be angles in radians and converted them into degrees.) Shouldn't the values be identical or mirrored fo...
- Sat May 10, 2014 4:19 pm
- Forum: Graphic file formats
- Topic: Xbox 360 Swizzled (???) textures
- Replies: 1
- Views: 2415
Re: Xbox 360 Swizzled (???) textures
Ok found the solution myself 
They are swizzled indeed, i used an article written in dageron.com which explains everything and taught me a lot, although i did not fully get what is going on
They are swizzled indeed, i used an article written in dageron.com which explains everything and taught me a lot, although i did not fully get what is going on
- Mon May 05, 2014 5:23 pm
- Forum: Graphic file formats
- Topic: Xbox 360 Swizzled (???) textures
- Replies: 1
- Views: 2415
Xbox 360 Swizzled (???) textures
Lately i am working on some xbox 360 model files (xpr2 files), which contain some textures that i am not able to properly preview them. I discovered that the format is fully supported from Noesis, but i would like to write my own texture reader in order to learn more stuff about tiling and swizzling...
- Mon Apr 28, 2014 10:38 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1831
- Views: 566667
Re: Señor Casaroja's Noesis
First of all thanks a lot for this magnificent piece of software, I am playing around with some xpr2 (Xbox360 Files) and i found out that the textures need untiling in order to show them properly and i found out that noesis supports these files and also converts the textures. So is there any source ...
- Thu Apr 24, 2014 4:14 pm
- Forum: 3D/2D models
- Topic: Pokemon Battle Revolution Bones [Problem]
- Replies: 25
- Views: 10990
Re: Pokemon Battle Revolution Bones [Problem]
Thx - though it doesn't seem to make sense trying to correct the rotations manually. In your opening post you wrote "There is also another 3 float rotation defined". (I supposed them to be angles in radians and converted them into degrees.) Shouldn't the values be identical or mirrored fo...
