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by PredatorCZ
Tue Jan 24, 2017 4:25 pm
Forum: 3D/2D models
Topic: Resident Evil animations
Replies: 122
Views: 40104

Re: Resident Evil animations

daemon1 wrote:where can i see MT 2 samples?
It's detected automatically, version 56+, KeyframeDef_v2 struct.
MT 2 are games Lost Planet 2 +, So year 2010 to present.

Here is list of games and engine versions used.
https://en.wikipedia.org/wiki/MT_Framew ... _Framework
by PredatorCZ
Mon Jan 23, 2017 9:41 pm
Forum: 3D/2D models
Topic: Resident Evil animations
Replies: 122
Views: 40104

Re: Resident Evil animations

bufferTypeID: 6 its 4 quaternion values each 14 bits, and 1 byte frame as you call it Yes, yes, I was hoping it would be bitwised, but I'm used to 3 quaternion, where 4th is computed. So I can bash my head against the wall now. Well now everything is in place, I think MT v1 LMT is fully researched ...
by PredatorCZ
Mon Jan 23, 2017 8:12 pm
Forum: 3D/2D models
Topic: Resident Evil animations
Replies: 122
Views: 40104

Re: Resident Evil animations

Anyway, I decided to post my result of two days of staring into numbers. Tested on DMC4, Lost Planet, RE5 and Lost Planet 2. MT Framework 1.x format have almost every block researched exept bufferTypeID: 6 , this one is bugging me off, I can't read data right, Surveyor somehow managed to read those ...
by PredatorCZ
Sat Jan 21, 2017 3:29 pm
Forum: 3D/2D models
Topic: Resident Evil animations
Replies: 122
Views: 40104

Re: Resident Evil animations

Thats becouse Capcom uses sparated body and face models. So they have different lmt files. Also do you know where I can get that .pdb beuty? :ninja: did as you said, worked to import the model but the motion script. http://imgur.com/a/rbOWH havent worked You have diferent bone names or nonexistant b...
by PredatorCZ
Sat Jan 21, 2017 3:18 pm
Forum: 3D/2D models
Topic: Resident Evil animations
Replies: 122
Views: 40104

Re: Resident Evil animations

Gh0stBlade wrote: RE5 debugging symbols
You mean like .pdb files? Becouse I know only theese files have those informations.
by PredatorCZ
Sat Jan 21, 2017 3:12 pm
Forum: 3D/2D models
Topic: Resident Evil animations
Replies: 122
Views: 40104

Re: Resident Evil animations

You need to use Mod2Max.exe to get propper model for animations to work.
by PredatorCZ
Sat Jan 21, 2017 3:06 pm
Forum: 3D/2D models
Topic: Resident Evil animations
Replies: 122
Views: 40104

Re: Resident Evil animations

I wouldn't count on dmc4motion, program was still in development, but it never got into some usefull stage. Generated scripts are missing some vital parts, especially positions, global transformations and maybye more. To successfully do the thing, first you need to import model script (it can take q...
by PredatorCZ
Sat Jan 21, 2017 12:57 pm
Forum: 3D/2D models
Topic: Resident Evil animations
Replies: 122
Views: 40104

Re: Resident Evil animations

When I use Dmc4Motion on Mod2Max it works.
Dmc4Motion also converts ONLY some blocks from LMT.

Image
by PredatorCZ
Sat Jan 21, 2017 12:06 pm
Forum: 3D/2D models
Topic: Resident Evil animations
Replies: 122
Views: 40104

Re: Resident Evil animations

DMC4Motion works, BUT its not doing bone retarget. Model is exported from Noesis. http://i.imgur.com/eYMGIrl.jpg I tested it on DMC4 (original one), models with only one bone works fine. I also tested it on Lost Planet but it seems Lost Planet have some new block types, so its not working, didn't te...
by PredatorCZ
Sun Dec 25, 2016 2:54 pm
Forum: Game Archive
Topic: [QBMS] Bionic Commando Unpacked FCL files extractor
Replies: 3
Views: 1784

[QBMS] Bionic Commando Unpacked FCL files extractor

A script that extracts all files from unpacked FCL files. Pretty late huh? You will need to know a few things before you start extracting. 1st - use FCL_Grin.exe to decompress FCL file 2nd optional - remember or write down block number when "--skip" appears, if not you're fine. 3rd - make ...
by PredatorCZ
Mon Nov 21, 2016 4:52 pm
Forum: Graphic file formats
Topic: Dishonored 2 models and textures
Replies: 82
Views: 48329

Re: Dishonored 2 models and textures

.index file is table of contents .resources file is compressed format Engine used in Dishonored 2 (Void) is basically modified id tech 5. It uses bmd6model, md6skl, bimage7 etc. but most of them will be stored in havok container (.hkx) including some animations. I also found edgeskl and edgeanim, ed...
by PredatorCZ
Thu Aug 18, 2016 8:12 pm
Forum: Game Archive
Topic: No Mans Sky Language File
Replies: 3
Views: 1763

Re: No Mans Sky Language File

.pak can be extracted with psarc.exe
by PredatorCZ
Thu Aug 18, 2016 8:07 pm
Forum: Game Archive
Topic: Armored Core V archive extraction
Replies: 2
Views: 1114

Re: Armored Core V archive extraction

I'm not promising anything but you can try bms script included in Fatduck Importer. It's in "BMS/Armored_Core_For_Answer.bms"
by PredatorCZ
Sun Jul 24, 2016 7:09 pm
Forum: 3D/2D models
Topic: PC Darksiders II: Death Lives maxscript
Replies: 49
Views: 20850

Re: PC Darksiders II: Death Lives maxscript

to tell the truth is not so. there is a model in which the mesh are in the right position to form the model in the position t mode! This model is integrated, If you ever saw construct in game you can notice when they're spawning they are multiple objects that are assembled into final pose. Also if ...
by PredatorCZ
Sun Jul 24, 2016 6:17 pm
Forum: 3D/2D models
Topic: PC Darksiders II: Death Lives maxscript
Replies: 49
Views: 20850

Re: PC Darksiders II: Death Lives maxscript

According to situation, additional bones in .o3d are reference transformation of model object.
Same "thing" also have static objects used in maps.