Search found 183 matches
- Tue Oct 25, 2011 12:45 am
- Forum: 3D/2D models
- Topic: Red Dead Redemption .rpf converter/extractor
- Replies: 63
- Views: 31249
Re: Red Dead Redemption .rpf converter/extractor
I updated the Noesis thread to mention this. You do not need to choose the correct filter to be able to open a file type that is supported, simply choosing it from All Files has the same effect.
- Tue Oct 25, 2011 12:22 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 437097
[plugins] How-To
Oops, forgot something regarding the plugins i recently release, and since it is also something i forgot to mention to Mr. Adults, might as well do that now. There may be an issue in Noesis with file extensions that are longer than 3 or 4 characters, in that they will not show when selecting a plugi...
- Sun Oct 23, 2011 8:43 pm
- Forum: 3D/2D models
- Topic: Red Dead Redemption .rpf converter/extractor
- Replies: 63
- Views: 31249
- Sun Oct 23, 2011 8:39 pm
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 437097
[plugin] Red Dead Redemption
This is a very old version of this plugin. It was used to make the initial screen shots i posted in the related thread. Many updates are planned for this, but in the mean time i figured those up to the task of fiddling with it, would like to do so. Will have to see how my time goes as far as getting...
- Sun Oct 23, 2011 6:08 pm
- Forum: Compressed files and methods
- Topic: Dragon Ball Raging Blast
- Replies: 20
- Views: 12983
- Sun Oct 23, 2011 6:04 pm
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 437097
[Plugin] Dragon Ball Raging Blast
Haven't done as much testing as i would have like, but oh well, here is an initial and very simple release of the Noesis plugin for Dragon Ball Raging Blast. Hope to have a much smarter way of extracting files, and eventually add animation support at some point. Hope this is enough to play around wi...
- Thu Oct 06, 2011 4:46 am
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564199
Re: Forza Motorsport Resource Extraction (.carbin)
Oops, sorry about that. The new format does not store the normals explicitly. They store a quaternion representing the orthonormal tangent basis transform. So i believe you just convert that to a matrix and you will have the row vectors you need for the tangent, bitangent, and normals. fm3 v11 Strea...
- Tue Oct 04, 2011 9:13 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564199
Re: Forza Motorsport Resource Extraction (.carbin)
Yeah, that is what i thought too. i am simply going by what i see in the shader files at the moment. There are some other calculations using the bounding box offset and scale, that i have not fully worked through yet to see what it affects or is used for. Since they also have values for morphing bet...
- Tue Oct 04, 2011 6:46 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564199
Re: Forza Motorsport Resource Extraction (.carbin)
i'll update this post in a little bit with the various vertex declaration information. i have also disassembled the shaders, so i may be able to give some insights on the conversion calculation. Haven't updated my code for the changes in the carbin format yet though. And the vertices appear to simpl...
- Fri Sep 23, 2011 5:21 pm
- Forum: 3D/2D models
- Topic: Red Dead Redemption .rpf converter/extractor
- Replies: 63
- Views: 31249
Re: Red Dead Redemption .rpf converter/extractor
i am still working on things and have a number of updates i hope to have out at some point. will have to see. listener, GooD, Chipsman, etc. have all been very helpful with various insights into the RAGE engine internals. i try not to pester them too much though. There is plenty of information on ho...
- Mon Sep 05, 2011 7:34 pm
- Forum: 3D/2D models
- Topic: xenosaga 3 model??request
- Replies: 199
- Views: 60278
Re: xenosaga 3 model??request
The separation for this for mat would be 00 00 00 17 which is the MSCNT command. This is one of the commands that starts execution of microprograms on the VU processor. Has been a while since i have looked at the format taking these things into account, but if i recall correctly there should be a he...
- Mon Sep 05, 2011 5:28 pm
- Forum: 3D/2D models
- Topic: xenosaga 3 model??request
- Replies: 199
- Views: 60278
Re: xenosaga 3 model??request
Well, they specify how the data in the unpack blocks: ## 80 ?? 6* ## C0 ?? 7* are handled. The ordering and contents of the block are specific to each developer. So you would have to determine that visually, as has already been done. But even then there are times when the data will not be entirely c...
- Mon Sep 05, 2011 1:41 pm
- Forum: 3D/2D models
- Topic: xenosaga 3 model??request
- Replies: 199
- Views: 60278
Re: xenosaga 3 model??request
The mesh format is actual rather simple now that i have read up on vif tags during my KH2 plugin work. i just still haven't gotten around to applying the code to this format yet (as well as many other ps2 games that use it....just about all of them listed at ps23dformat.wikispaces.com do). Don't thi...
- Mon Aug 29, 2011 9:07 pm
- Forum: 3D/2D models
- Topic: MSET RESEARCH PROJECT + FILES UPLOADED + SOURCES
- Replies: 170
- Views: 66372
Re: MSET RESEARCH PROJECT + FILES UPLOADED + SOURCES
Ah. Yeah, i don't use the Bind Controller much at all. Most keyblade animation movement comes from the joint they are attached to in the base model, not from their own MSET, so most of the time even if small things like a chain on them are animated, it is not completely necessary. Would probably be ...
- Mon Aug 29, 2011 4:33 pm
- Forum: 3D/2D models
- Topic: MSET RESEARCH PROJECT + FILES UPLOADED + SOURCES
- Replies: 170
- Views: 66372
Re: MSET RESEARCH PROJECT + FILES UPLOADED + SOURCES
Thanks to kkdf2, i now have a version of things working and can post it up for you all to test. Main addition on my part is really only the ASET export. The Animation list view now has check boxes. If none are selected then all animations will be output, otherwise you can select only a few of them, ...
