So they actually saved 2 angles packed as bytes for tangent and binormal, because you only need 2 angles to make a vector.Sir Kane wrote:BDOGetTangentSpaceVectors
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- Sun Sep 11, 2016 8:14 pm
- Forum: 3D/2D models
- Topic: Figuring out encoded vertex normal vector
- Replies: 9
- Views: 2807
Re: Figuring out encoded vertex normal vector
- Sun Sep 11, 2016 8:38 am
- Forum: 3D/2D models
- Topic: Bioshock infinite animations (morpheme)
- Replies: 8
- Views: 4726
Re: Bioshock infinite animations (morpheme)
These files look too much different from bioshock morpheme version. To make this work, I need to start it all from scratch. I don't have time for this now.
- Fri Sep 09, 2016 4:56 pm
- Forum: 3D/2D models
- Topic: Figuring out encoded vertex normal vector
- Replies: 9
- Views: 2807
Re: Figuring out encoded vertex normal vector
Can you upload the actual FILES?
- Fri Sep 09, 2016 4:09 pm
- Forum: 3D/2D models
- Topic: Bioshock infinite animations (morpheme)
- Replies: 8
- Views: 4726
Re: Bioshock infinite animations (morpheme)
.morphemeanimset and .morphemeanimsequence files
- Thu Sep 08, 2016 4:13 pm
- Forum: 3D/2D models
- Topic: Bioshock infinite animations (morpheme)
- Replies: 8
- Views: 4726
Re: Bioshock infinite animations (morpheme)
Maybe. I can look at some examples, if you have them. Maybe they are not even different from bioshock.artmancarver wrote:Do you think you can take a look at Enslaved Odyssey to the West?
- Mon Sep 05, 2016 6:54 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
There's not much exotic in this particular game except that bone hierarchy is in animations, while usually its in model or separate skeleton file. And bones are not divided into subgroups, or have any crazy remappings that can be seen in other games. They are just in one big array, having usual loca...
- Sat Sep 03, 2016 10:27 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
also, while sharing tools is nice, if you have some research about the formats to share you should post it here so anyone interested can learn about it. :) Well, I'm not sure what you mean. Model formats are usually easy and all alike. What is the reason to post one more vertex/face format? For exa...
- Fri Sep 02, 2016 5:48 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
trexjones asked me to look at these files. So this is what I'm getting for Abe skeleton: http://i66.tinypic.com/sghh84.png And this is Liz (she has about 20 more bones - her hair) http://i63.tinypic.com/2i6ooyg.png So if you like, I can explain how to get bones and you can try adding them to your sc...
- Mon Aug 29, 2016 7:04 pm
- Forum: 3D/2D models
- Topic: Bioshock infinite animations (morpheme)
- Replies: 8
- Views: 4726
Bioshock infinite animations (morpheme)
After making tools for Overwatch & Black Ops III animations, I decided to try something really hard. So this is the tool for Morpheme animations from Bioshock infinite. https://www.youtube.com/watch?v=zBG65TvtucY How to use it: 1. extract .morphemeanimset and .morphemeanimsequence files from pac...
- Wed Aug 24, 2016 4:13 pm
- Forum: Game Archive
- Topic: Magicka 2/Wizard Wars, Showdown Effect, Gauntlet files
- Replies: 73
- Views: 22301
Re: Magicka 2/Wizard Wars, Showdown Effect, Gauntlet files
What game you extracting?Kathie wrote:all i get after some hours is a bit of chunks like choped 11 oggs (some of them didn't even open), and 2 wavs. And that's it.
- Tue Aug 23, 2016 5:07 pm
- Forum: Audio file formats
- Topic: EA Layer 3 Extractor/Decoder
- Replies: 88
- Views: 70633
Re: EA Layer 3 Extractor/Decoder
Checked the file. If anyone will be going to figure out its format, he will also need the files that its connected to. Maybe even the whole game. Because it doesn't contain actual data, but only references, its natural that'd be impossible to figure anything out without the actual data it refers to.
- Sun Aug 21, 2016 7:14 pm
- Forum: Graphic file formats
- Topic: Marvel Heroes texture tool
- Replies: 149
- Views: 37082
Re: Marvel Heroes texture tool
Better tell, is it working? 
- Sun Aug 21, 2016 10:48 am
- Forum: Graphic file formats
- Topic: Marvel Heroes texture tool
- Replies: 149
- Views: 37082
Re: Marvel Heroes texture tool
Tool updated.
- Sun Aug 21, 2016 10:08 am
- Forum: Audio file formats
- Topic: EA Layer 3 Extractor/Decoder
- Replies: 88
- Views: 70633
Re: EA Layer 3 Extractor/Decoder
uncompressed samples may also be in the beginning if i remember correctly
- Sun Aug 21, 2016 9:57 am
- Forum: Audio file formats
- Topic: EA Layer 3 Extractor/Decoder
- Replies: 88
- Views: 70633
Re: EA Layer 3 Extractor/Decoder
Are you sure you dont mean 0x28? Oh, sure its 0x28. A little misplace when writing. The other fields must be something to connect this data to other game files. And I don't have them. Well, their format IS actually normal mp3. The only thing they did is storing mp3 data in their own structure. Why?...
