Search found 2567 matches

by daemon1
Tue Jan 24, 2017 4:38 pm
Forum: 3D/2D models
Topic: Resident Evil animations
Replies: 122
Views: 38552

Re: Resident Evil animations

ok i haven't seen any of type 7 in RE5 yet.

So I think you'll be able to export RE5 animations now, and my help is no longer needed?
by daemon1
Mon Jan 23, 2017 10:06 pm
Forum: 3D/2D models
Topic: Resident Evil animations
Replies: 122
Views: 38552

Re: Resident Evil animations

where can i see MT 2 samples?
by daemon1
Mon Jan 23, 2017 9:21 pm
Forum: 3D/2D models
Topic: Resident Evil animations
Replies: 122
Views: 38552

Re: Resident Evil animations

PredatorCZ wrote:bufferTypeID: 6
its 4 quaternion values each 14 bits, and 1 byte frame as you call it
by daemon1
Mon Jan 23, 2017 9:15 pm
Forum: 3D/2D models
Topic: Far Cry Primal models
Replies: 145
Views: 52565

Re: Far Cry Primal models

Packer. Place it where you have extracted files and run. Will only work with named files now. "Unknown" support later.
by daemon1
Mon Jan 23, 2017 6:07 pm
Forum: 3D/2D models
Topic: Far Cry Primal models
Replies: 145
Views: 52565

Re: Far Cry Primal models

bouvrie wrote:So, this means you have only the modified texture in a BRAND NEW sound_patch file?
Yes
by daemon1
Sun Jan 22, 2017 9:20 pm
Forum: 3D/2D models
Topic: Hitman 1 models
Replies: 27
Views: 10328

Re: Hitman 1 models

Nightstalkery wrote:That's impressive, but how does the game handle face animations when there's a bone only for head?
They are done with morphs.
by daemon1
Sun Jan 22, 2017 7:24 pm
Forum: 3D/2D models
Topic: Hitman 1 models
Replies: 27
Views: 10328

Re: Hitman 1 models

Tool published.
by daemon1
Sun Jan 22, 2017 6:19 pm
Forum: 3D/2D models
Topic: Far Cry Primal models
Replies: 145
Views: 52565

Re: Far Cry Primal models

Making the packer. Your sound_patch trick worked, and now I'm hunting the rare blue goat (watch the video).

Image
by daemon1
Sat Jan 21, 2017 8:12 pm
Forum: 3D/2D models
Topic: Battleborn tools
Replies: 40
Views: 13908

Re: Battleborn tools

Image
by daemon1
Sat Jan 21, 2017 5:18 pm
Forum: 3D/2D models
Topic: Resident Evil animations
Replies: 122
Views: 38552

Re: Resident Evil animations

Anyway, it looks like I did alter the structs slightly and/or mixed up the facial anim structs with non-face anim structs. It looks like Capcom have two separate animation formats. One for face.lmt the rest for the remaining animations. I'll re-send out the unaltered structs. Yes, these new structs...
by daemon1
Sat Jan 21, 2017 9:29 am
Forum: 3D/2D models
Topic: Far Cry Primal models
Replies: 145
Views: 52565

Re: Far Cry Primal models

It can be that with all subfolders the name is too long, so tool crashes on some file. So if your "separate" folder name is shorter, it works and then, when you move them, windows automatically cuts the names at some point.
by daemon1
Sat Jan 21, 2017 8:55 am
Forum: 3D/2D models
Topic: Far Cry Primal models
Replies: 145
Views: 52565

Re: Far Cry Primal models

yes i plan to support more files. And also repacker. What do you mean under "in seperate folders" ? What do you need to separate? It works on my side.
by daemon1
Sat Jan 21, 2017 8:06 am
Forum: 3D/2D models
Topic: Resident Evil animations
Replies: 122
Views: 38552

Re: Resident Evil animations

Gh0stBlade wrote:PMed :P
Note that these specs don't exactly corresppond to what I see in RE5 .lmt files. MotionInfo is different, and some types too.
by daemon1
Sat Jan 21, 2017 8:03 am
Forum: 3D/2D models
Topic: Far Cry Primal models
Replies: 145
Views: 52565

Re: Far Cry Primal models

volfin wrote:I've noticed it does use HKX.
From the first look, HKX is only used for physics, but animation system is their own.
by daemon1
Fri Jan 20, 2017 8:39 pm
Forum: 3D/2D models
Topic: Far Cry Primal models
Replies: 145
Views: 52565

Re: Far Cry Primal models

You don't have to look into code if animation is using normal floats. Its only required if some crazy non-standard types are used. Like variable bit integers or quaternions packed with special math.