Search found 2567 matches

by daemon1
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

Sir Kane wrote:BDOGetTangentSpaceVectors
...
So they actually saved 2 angles packed as bytes for tangent and binormal, because you only need 2 angles to make a vector.
by daemon1
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.
by daemon1
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?
by daemon1
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
by daemon1
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)

artmancarver wrote:Do you think you can take a look at Enslaved Odyssey to the West?
Maybe. I can look at some examples, if you have them. Maybe they are not even different from bioshock.
by daemon1
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...
by daemon1
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...
by daemon1
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...
by daemon1
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...
by daemon1
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

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.
What game you extracting?
by daemon1
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.
by daemon1
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? ;)
by daemon1
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.
by daemon1
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
by daemon1
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?...