Search found 2567 matches

by daemon1
Fri Oct 07, 2016 6:07 pm
Forum: 3D/2D models
Topic: Metal Gear Solid 5 (MGSV) animations
Replies: 54
Views: 14384

Re: Metal Gear Solid 5 (MGSV) animations

How can you say this, when you've just spent weeks on an animation format A week is not that much time. I usually only have a couple of hours in the evening for research, and not every day. So if we count the actual time spent it will be about 10 hours for a normal game. This including research of ...
by daemon1
Thu Oct 06, 2016 5:34 pm
Forum: 3D/2D models
Topic: Metal Gear Solid 5 (MGSV) animations
Replies: 54
Views: 14384

Re: Metal Gear Solid 5 (MGSV) animations

This is untrue. I disagree. I'm looking at this from a different angle. Let me just mention that my first assembler was a PDP system in late 1980's. Then 8080. I had to write my own disassembler for that, because there was no one on a particular platform, and I wanted to disassemble games for that....
by daemon1
Wed Oct 05, 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

MrAdults wrote:...when you run into something like this and you need your disassembly muscle, it'll be weaker than it should be
But then when you run into something not like this and you need your analyzing muscle, it'll be weaker than it should be.
by daemon1
Wed Oct 05, 2016 7:48 pm
Forum: 3D/2D models
Topic: Metal Gear Solid 5 (MGSV) animations
Replies: 54
Views: 14384

Re: Metal Gear Solid 5 (MGSV) animations

For PC x86/x64 games, once you narrow down the range of disassembly you're dealing with, you can pull it out and compile it into your own program locally. This isn't terribly difficult, wow, amazing I'm doing this very rarely. Only if its absolutely needed, for some very complex procedures. Actuall...
by daemon1
Wed Oct 05, 2016 7:44 pm
Forum: 3D/2D models
Topic: Metal Gear Solid 5 (MGSV) animations
Replies: 54
Views: 14384

Re: Metal Gear Solid 5 (MGSV) animations

and above that, you have to understand quaternions and all those geometry calculations needed to build skeletons and animate models. Yeah, I remember that when you talked about IK. I thought most games used FK data since they come from motion capture, but it makes sense to calculate data on the fly...
by daemon1
Sun Oct 02, 2016 7:04 am
Forum: 3D/2D models
Topic: Metal Gear Solid 5 (MGSV) animations
Replies: 54
Views: 14384

Re: Metal Gear Solid 5 (MGSV) animations

Animation research in "normal" games usually takes 1-2 weeks. That meaning they're using normal data types like ints, floats or half-floats. But recently I reversed Morpheme engine. This look about a month. They had mixed global/local rotations, variable bit-length packed data, specially p...
by daemon1
Wed Sep 28, 2016 8:11 pm
Forum: 3D/2D models
Topic: Metal Gear Solid 5 (MGSV) animations
Replies: 54
Views: 14384

Re: Metal Gear Solid 5 (MGSV) animations

Tool beta published here: http://zenhax.com/viewtopic.php?f=5&t=3172

It only works on snake (Ground Zero format) skeletal animations now, but soon there will be support for all kinds.
by daemon1
Tue Sep 27, 2016 8:49 pm
Forum: 3D/2D models
Topic: Metal Gear Solid 5 (MGSV) animations
Replies: 54
Views: 14384

Metal Gear Solid 5 (MGSV) animations

http://i63.tinypic.com/24fmyyq.jpg I'm researching Metal Gear Solid 5 animations. They have unique and interesting system. So far I was able to read all position/rotation data for all frames/bones and unpack rotations to proper quaternions. They were packed another weird way I've never seen before....
by daemon1
Tue Sep 27, 2016 5:32 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

Tool posted.
by daemon1
Tue Sep 27, 2016 5:24 am
Forum: Audio file formats
Topic: Frostbite 2 sound extraction research
Replies: 144
Views: 52841

Re: Frostbite 2 sound extraction research

Vosvoy wrote:If you came for complete soldier voice assets...
If I'm not mistaking, you can convert them with my updated version of ealayer3, it was here somewhere... I'll find the link later.

p.s. send me examples of files that dont work
by daemon1
Mon Sep 26, 2016 8:45 pm
Forum: Audio file formats
Topic: Frostbite 2 sound extraction research
Replies: 144
Views: 52841

Re: Frostbite 2 sound extraction research

yes, all the latest frostbite games usually work with that extractor
by daemon1
Mon Sep 26, 2016 8:38 pm
Forum: Audio file formats
Topic: Frostbite 2 sound extraction research
Replies: 144
Views: 52841

Re: Frostbite 2 sound extraction research

tried star wars extractor?
by daemon1
Sun Sep 25, 2016 8:43 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

Today I found some time to return to this game. Well, it really has submeshes for each material and crazy bone remappings. Here's the tool. Use it on .MDG or .MDL file. It will only work with skeletal model files. To get the skeleton structure and bone names, it needs any .ANM file of that character...
by daemon1
Tue Sep 20, 2016 4:22 pm
Forum: Graphic file formats
Topic: Marvel Heroes texture tool
Replies: 149
Views: 37082

Re: Marvel Heroes texture tool

Tool always ignores file size. If they only add some textures, tool will still work. If it crashes, it means they changed the FORMAT.