Search found 2567 matches

by daemon1
Wed Nov 09, 2016 6:20 pm
Forum: 3D/2D models
Topic: Battleborn tools
Replies: 40
Views: 13908

Re: Battleborn tools

all files decrypted.

Image
by daemon1
Tue Nov 01, 2016 8:51 pm
Forum: 3D/2D models
Topic: Battleborn tools
Replies: 40
Views: 13908

Re: Battleborn tools

Bones work.

Image
by daemon1
Tue Nov 01, 2016 6:49 pm
Forum: 3D/2D models
Topic: Battleborn tools
Replies: 40
Views: 13908

Re: Battleborn tools

and textures

Image
by daemon1
Mon Oct 31, 2016 8:35 pm
Forum: 3D/2D models
Topic: Battleborn tools
Replies: 40
Views: 13908

Re: Battleborn tools

Getting the skeletons

Image
by daemon1
Mon Oct 31, 2016 6:31 pm
Forum: 3D/2D models
Topic: Battleborn tools
Replies: 40
Views: 13908

Re: Battleborn tools

Image
by daemon1
Sat Oct 29, 2016 5:06 pm
Forum: Audio file formats
Topic: ESS audio (RUSE, Wargame, Act of Aggression)
Replies: 0
Views: 624

ESS audio (RUSE, Wargame, Act of Aggression)

Decoder & Encoder for ESS audio from Eugen systems games (RUSE, Wargame, Act of Aggression) Drop ESS file onto ess_decode_mono or ess_decode_stereo . Yes I need to make universal decoder, maybe it will be done later. Drop mono WAV file onto ess_encode . Only mono files are now supported for enco...
by daemon1
Thu Oct 27, 2016 4:13 pm
Forum: 3D/2D models
Topic: Battleborn tools
Replies: 40
Views: 13908

Re: Battleborn tools

As I understand, this game still not supported by umodel?

I'll send you a PM
by daemon1
Wed Oct 26, 2016 8:19 pm
Forum: 3D/2D models
Topic: Battleborn tools
Replies: 40
Views: 13908

Re: Battleborn tools

Sure its possible, but for that, I need to write more code. Do you have the game files? Better if you have the latest update.
by daemon1
Mon Oct 24, 2016 6:42 pm
Forum: Audio file formats
Topic: Frostbite 2 sound extraction research
Replies: 144
Views: 52841

Re: Frostbite 2 sound extraction research

If nothing else helps, you can always get audio without names with a simple chunk extractor I posted my in Star Wars thread. And then decode them with Xas_decode or ealayer3, whatever they're using.
by daemon1
Sat Oct 15, 2016 10:54 am
Forum: 3D/2D models
Topic: Hellboy: Science of Evil PS3/KROME models
Replies: 22
Views: 8841

Re: Hellboy: Science of Evil PS3/KROME models

well, if you'll ever decide to increase you skill level, yes, face counts/numbers are stored as shorts. And those pointers are to define a linked list inside of that table. Its needed when a material covers many parts of a model, for example, body and arms.
by daemon1
Wed Oct 12, 2016 6:01 pm
Forum: 3D/2D models
Topic: Metal Gear Solid 5 (MGSV) animations
Replies: 54
Views: 14384

Re: Metal Gear Solid 5 (MGSV) animations

At least, in a way, that makes it easier, since you know something is or isn't an IK joint globally. That's surprising though, that they would just have IK always active for all sequences. Yes, another strange japanese thing. And they have different IK node types hardcoded in their engine. I mean t...
by daemon1
Tue Oct 11, 2016 8:43 pm
Forum: 3D/2D models
Topic: Metal Gear Solid 5 (MGSV) animations
Replies: 54
Views: 14384

Re: Metal Gear Solid 5 (MGSV) animations

Animating IK joints and/or effectors is something I hadn't seen much of since the PS2 days Thanks for all the info. If even you say it, then what they did is really rare. If you need to preserve some detailed constraint information I'd be happy if I can do it without constraints, but now I don't se...
by daemon1
Mon Oct 10, 2016 8:16 pm
Forum: 3D/2D models
Topic: Hellboy: Science of Evil PS3/KROME models
Replies: 22
Views: 8841

Re: Hellboy: Science of Evil PS3/KROME models

..... it really has submeshes for each material.... i can't find any of this submesh information, where in the mdl or mdg file are you seeing this data? :oops: can you please use the abe files as example and tell me where the offset to this data is so i know what to look for? sure. mdl offset 0x68 ...
by daemon1
Sun Oct 09, 2016 7:19 am
Forum: Audio file formats
Topic: PS Vita VAG files
Replies: 22
Views: 9173

Re: PS Vita VAG files

The version that takes sample rate from 0x10 offset of header. Must work in many cases.
by daemon1
Sat Oct 08, 2016 9:42 pm
Forum: 3D/2D models
Topic: Metal Gear Solid 5 (MGSV) animations
Replies: 54
Views: 14384

Re: Metal Gear Solid 5 (MGSV) animations

utilizes multiple spaces (which typically will only happen if IK is employed) Do you mean local/global space or something else? I may be not too good in terms, I'm no animator ;) How would you do exporting in this case, I mean MGSV? Does noesis have some kind of IK-solver, or you would try to isola...