Poll & Discussion: We wish the site to continue (Y/N)
Search found 2599 matches
- Wed Jul 04, 2012 12:29 am
- Forum: 3D/2D models
- Topic: Fire emblem radiant dawn
- Replies: 6
- Views: 1767
Re: Fire emblem radiant dawn
it was before i knew how to convert models very well i just remember checking existing tools and they did not work.
- Tue Jul 03, 2012 11:11 pm
- Forum: Holy Cow!
- Topic: MMD RIGGER MODELS!
- Replies: 23
- Views: 9014
Re: MMD RIGGER MODELS!
the format is based off of sony's sdk that uses collada as a base.
so in a sense it is using a standard just a really annoying and complex one.
so in a sense it is using a standard just a really annoying and complex one.
- Tue Jul 03, 2012 11:09 pm
- Forum: 3D/2D models
- Topic: Fire emblem radiant dawn
- Replies: 6
- Views: 1767
Re: Fire emblem radiant dawn
i think i looked at fire emblem a long time ago and it did not use a normal wii format.
- Tue Jul 03, 2012 9:29 pm
- Forum: 3D/2D models
- Topic: Heavenly Sword (PS3)
- Replies: 17
- Views: 4737
Re: Heavenly Sword (PS3)
your texture looks wrong.
- Tue Jul 03, 2012 8:51 pm
- Forum: 3D/2D models
- Topic: Heavenly Sword (PS3)
- Replies: 17
- Views: 4737
Re: Heavenly Sword (PS3)
i only had one model to work with as all i had was the demo
you can try editing the script
change the lines
tu = bs.readShort() / 0xFFFF + .5
tv = bs.readShort() / 0xFFFF + .5
into
tu = bs.readShort() / 0x7FFF + .5
tv = bs.readShort() / 0x7FFF + .5
you can try editing the script
change the lines
tu = bs.readShort() / 0xFFFF + .5
tv = bs.readShort() / 0xFFFF + .5
into
tu = bs.readShort() / 0x7FFF + .5
tv = bs.readShort() / 0x7FFF + .5
- Tue Jul 03, 2012 8:35 pm
- Forum: 3D/2D models
- Topic: Heavenly Sword (PS3)
- Replies: 17
- Views: 4737
Re: Heavenly Sword (PS3)
click on flip uv's
and the scale i think is in th ematerials but if you flip them you can place them correctly.
and the scale i think is in th ematerials but if you flip them you can place them correctly.
- Tue Jul 03, 2012 8:29 pm
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1831
- Views: 566644
Re: Señor Casaroja's Noesis
there is an example in the noesis program.
__NPExample.txt
__NPExample.txt
- Tue Jul 03, 2012 9:54 am
- Forum: 3D/2D models
- Topic: Heavenly Sword (PS3)
- Replies: 17
- Views: 4737
Re: Heavenly Sword (PS3)
extractor.
viewtopic.php?f=10&t=6215
if you look at the output folder the files will have names ignore the text.
viewtopic.php?f=10&t=6215
if you look at the output folder the files will have names ignore the text.
- Tue Jul 03, 2012 2:33 am
- Forum: 3D/2D models
- Topic: Heavenly Sword (PS3)
- Replies: 17
- Views: 4737
Heavenly Sword (PS3)
Noesis importer for heavenly sword.
Supported
30s and 40s
imports
verts
uv's
faces
not imported
bones
weights
materials


Supported
30s and 40s
imports
verts
uv's
faces
not imported
bones
weights
materials


- Mon Jul 02, 2012 11:33 am
- Forum: Game Archive
- Topic: Tekken Hybrid
- Replies: 80
- Views: 23352
Re: Tekken Hybrid
just wait for the 360 version to come out there is a 99% chance it will already work.
- Mon Jul 02, 2012 4:11 am
- Forum: 3D/2D models
- Topic: Need help identify Yulgang files viewer/exporter
- Replies: 22
- Views: 2979
Re: Need help identify Yulgang files viewer/exporter
some games list 3 floats and 4 bone id's then the leftover weight gets assigned to the last bone listed.
- Sun Jul 01, 2012 11:17 pm
- Forum: 3D/2D models
- Topic: Scions of Fate 2
- Replies: 16
- Views: 5421
Re: Scions of Fate 2
the command in the documentation
{"createProceduralAnim", Noesis_CreateProceduralAnim, METH_VARARGS, "generates a procedural animation. (OOi)"}, //args=NoeBone list, NoeProceduralAnim list, numFrames
{"createProceduralAnim", Noesis_CreateProceduralAnim, METH_VARARGS, "generates a procedural animation. (OOi)"}, //args=NoeBone list, NoeProceduralAnim list, numFrames
- Sun Jul 01, 2012 10:58 pm
- Forum: 3D/2D models
- Topic: Scions of Fate 2
- Replies: 16
- Views: 5421
Re: Scions of Fate 2
noesis has a built in animation test you can use. also you can rotate the bones in noesis.
all weights will add up to 1.0 because a vertex can not have more then 100% weight.
all weights will add up to 1.0 because a vertex can not have more then 100% weight.
- Sat Jun 30, 2012 8:26 pm
- Forum: Game Archive
- Topic: Mobile Suit Gundam Battle Operation (PS3) (arb)
- Replies: 10
- Views: 4155
Mobile Suit Gundam Battle Operation (PS3) (arb)
http://pgdp.channel.or.jp/gundam/ps3/ #quickbms script by chrrox #Mobile Suit Gundam Battle Operation endian big getdstring magic 8 get files short get unk1 short get unk2 long savepos ftbl for i = 0 < files goto ftbl get offset long math offset + 0x19800 get size long get null long get secsize shor...
- Sat Jun 30, 2012 5:40 pm
- Forum: 3D/2D models
- Topic: [XBOX360]ROBOTICS;NOTES
- Replies: 15
- Views: 6672
Re: [XBOX360]ROBOTICS;NOTES
here is the basic noesis script.
done
1.verts
2.uv's
3.normals
4.faces
not done
-bones / weights
-materials

done
1.verts
2.uv's
3.normals
4.faces
not done
-bones / weights
-materials

