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- 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 ...
- 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....
- 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
But then when you run into something not like this and you need your analyzing muscle, it'll be weaker than it should be.MrAdults wrote:...when you run into something like this and you need your disassembly muscle, it'll be weaker than it should be
- 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...
- 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...
- 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...
- 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.
It only works on snake (Ground Zero format) skeletal animations now, but soon there will be support for all kinds.
- 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....
- 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.
- 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
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.Vosvoy wrote:If you came for complete soldier voice assets...
p.s. send me examples of files that dont work
- Mon Sep 26, 2016 9:20 pm
- Forum: Audio file formats
- Topic: Frostbite 2 sound extraction research
- Replies: 144
- Views: 52841
Re: Frostbite 2 sound extraction research
i mean this one: viewtopic.php?f=10&t=13584
- 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
- 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?
- 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...
- 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.
