
Poll & Discussion: We wish the site to continue (Y/N)
Search found 2567 matches
- Wed Nov 09, 2016 6:20 pm
- Forum: 3D/2D models
- Topic: Battleborn tools
- Replies: 40
- Views: 13908
Re: Battleborn tools
all files decrypted.


- Tue Nov 01, 2016 8:51 pm
- Forum: 3D/2D models
- Topic: Battleborn tools
- Replies: 40
- Views: 13908
Re: Battleborn tools
Bones work.


- Tue Nov 01, 2016 6:49 pm
- Forum: 3D/2D models
- Topic: Battleborn tools
- Replies: 40
- Views: 13908
Re: Battleborn tools
and textures


- Mon Oct 31, 2016 8:35 pm
- Forum: 3D/2D models
- Topic: Battleborn tools
- Replies: 40
- Views: 13908
Re: Battleborn tools
Getting the skeletons


- Mon Oct 31, 2016 6:31 pm
- Forum: 3D/2D models
- Topic: Battleborn tools
- Replies: 40
- Views: 13908
- 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...
- 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
I'll send you a PM
- 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.
- 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.
- 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.
- 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...
- 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...
- 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 ...
- 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.
- 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...

