Search found 2566 matches

by daemon1
Fri May 08, 2020 8:31 pm
Forum: 3D/2D models
Topic: Death Stranding (PS4)
Replies: 153
Views: 56723

Re: Death Stranding (PS4)

My bad. Well, you could tell us what we're doing wrong if multiple people are reporting the same issue at least?... i think this is how the models look. Probably engine problem. I've never seen death stranding, but in Horizon it seems everybody is wearing necklaces to hide that. On a rare character...
by daemon1
Fri May 08, 2020 10:31 am
Forum: 3D/2D models
Topic: Kingdom Hearts 3 (PS4)
Replies: 293
Views: 92440

Re: Kingdom Hearts 3 (PS4)

As its stated above, "material.db" file must be next to the tool. Means in the same folder with kh3.exe
by daemon1
Thu May 07, 2020 6:54 pm
Forum: 3D/2D models
Topic: Death Stranding (PS4)
Replies: 153
Views: 56723

Re: Death Stranding (PS4)

Assasinge wrote: Thu May 07, 2020 6:10 pm Then id-daemon probably didn't correct the script for ripping the models, I don't know.
the tool is correct, its not a script.
by daemon1
Tue May 05, 2020 12:41 pm
Forum: 3D/2D models
Topic: Final Fantasy 7 remake
Replies: 205
Views: 81533

Re: Final Fantasy 7 remake

Hevon wrote: Tue May 05, 2020 10:35 am I think i know why it doesnt work and its because i try using this tool with the files of the demo.
no, it works with the demo.
Level files are in "level" folder, then inside each map - "layout" subfolder
by daemon1
Tue May 05, 2020 9:26 am
Forum: 3D/2D models
Topic: Final Fantasy 7 remake
Replies: 205
Views: 81533

Re: Final Fantasy 7 remake

Hevon wrote: Tue May 05, 2020 1:11 am Drag and drop of umap.
Got Import , export , names txt files only.
That umap file probably contains no objects.
by daemon1
Sun May 03, 2020 9:49 am
Forum: 3D/2D models
Topic: ...is this the uncrackable one?? (.zm and .zm2) Carnevil Arcade
Replies: 160
Views: 26088

Re: ...is this the uncrackable one?? (.za and .za2)

I exported to SMD, because its natural for this layout.
Dont know what the best solution if you try exporting to OBJ, but probably you need to split all vertices anyway, to avoid problems when same vertex has several different UVs.
by daemon1
Thu Apr 30, 2020 10:30 am
Forum: 3D/2D models
Topic: Final Fantasy 7 remake
Replies: 205
Views: 81533

Re: Final Fantasy 7 remake

You can use the tool to convert individual assets, or all assets in a folder. 1. To convert one asset , drop asset file onto the tool, or run the tool from command line with asset filename as parameter. If asset file contains a texture, in will be exported to "textures" subfolder in Direct...
by daemon1
Thu Apr 30, 2020 10:29 am
Forum: 3D/2D models
Topic: Final Fantasy 7 remake
Replies: 205
Views: 81533

Final Fantasy 7 remake

Final Fantasy 7 remake tool. Supports static & skeletal models, maps, textures. Usage instructions below. https://i.imgur.com/vLcu4pk.png https://i.imgur.com/bFe3nc5.png https://i.imgur.com/98rhCgn.png Textures will be auto-assigned if you extract them before loading the map: https://i.imgur.com...
by daemon1
Thu Apr 30, 2020 8:41 am
Forum: 3D/2D models
Topic: ...is this the uncrackable one?? (.zm and .zm2) Carnevil Arcade
Replies: 160
Views: 26088

Re: ...is this the uncrackable one?? (.za and .za2)

ddadd wrote: Wed Apr 29, 2020 10:25 pm So daemmon sorry if I'm saying it wrong, in hex to obj do we copy the values from game.exe and paste?
again, as i said before, i dont know if hex2obj can support this layout.
from what i know, hex2obj can read UVs associated with vertices.
here UVs belong to faces.
by daemon1
Wed Apr 29, 2020 7:44 pm
Forum: 3D/2D models
Topic: ...is this the uncrackable one?? (.zm and .zm2) Carnevil Arcade
Replies: 160
Views: 26088

Re: ...is this the uncrackable one?? (.za and .za2)

I dunno, but it sounds like you guys know how to handle the models uvs already. Could you shine light on ddadd and me on how to find them via hex2obj or did you use a custom script? I already said everything how it works. Typical layout for year 2000. I used my own code to get that skull and a few ...
by daemon1
Wed Apr 29, 2020 2:14 pm
Forum: 3D/2D models
Topic: Kingdom Hearts 3 (PS4)
Replies: 293
Views: 92440

Re: Kingdom Hearts 3 (PS4)

Tool updated: - blueprints "workaround" support - instanced static mesh support - lights export - materials with no textures dont make error messages anymore note: blueprints are not properly supported, because i'm not going to read their code at all. This would be just too complicated. Si...
by daemon1
Sun Apr 26, 2020 7:51 am
Forum: 3D/2D models
Topic: Far Cry 5 models modding tool
Replies: 197
Views: 38246

Re: Far Cry 5 models modding tool

Ganic3000 wrote: Sat Apr 25, 2020 12:31 pm Тогда почему после преобразовании в новый XBG, структура путей материалов и имен шейдеров прописываются для модулей оружия как для части тела персонажа?
Пути прописываются по аналогии с теми файлами, что у меня были. Сейчас нет времени разбираться в чем там дело. Может позже.
by daemon1
Sat Apr 25, 2020 12:20 pm
Forum: 3D/2D models
Topic: Far Cry 5 models modding tool
Replies: 197
Views: 38246

Re: Far Cry 5 models modding tool

the code of this tool are initially directed to "Skeleton" "Root" "Hips". .... until the author of this tool writes preferably a new converter for weapons with support for the "FRAME" skeleton. :) No, the tool is NOT directed to any bone or skeleton names, no...
by daemon1
Fri Apr 24, 2020 5:43 pm
Forum: 3D/2D models
Topic: Kingdom Hearts 3 (PS4)
Replies: 293
Views: 92440

Re: Kingdom Hearts 3 (PS4)

New version released. Now supports textures and auto-texture loading for maps. It will work for Kingdom Hearts 3 and for some other games. You can use the tool to convert individual assets, or all assets in a folder. 1. To convert one asset , drop asset file onto the tool, or run the tool from comma...
by daemon1
Thu Apr 23, 2020 8:28 am
Forum: 3D/2D models
Topic: Mafia 2 animations
Replies: 5
Views: 1817

Re: Mafia 2 animations

Example 1. We have 000BDB0A.FrameResource extracted from vitod1.sds package (with Vito model) Also we have sc_vito_lift_button.Animation2 cutscene animation file from distillery level. The command to export this animation will be: mafia2_anim 000BDB0A.FrameResource sc_vito_lift_button.Animation2 Exa...