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Search found 2567 matches
- Mon Dec 03, 2018 4:17 pm
- Forum: Graphic file formats
- Topic: Raw texture previewer/converter
- Replies: 96
- Views: 86944
Re: Raw texture previewer/converter
For some reason preview does not work for me. What might be the issue? Conversion works just fine, but not having a preview makes figuring out the format way more tedious. Для превью запускается в виде отдельного модуля TEXCONV.exe который лежит в той же папке. Варианты: - нет прав на запуск или чт...
- Sat Dec 01, 2018 10:01 pm
- Forum: 3D/2D models
- Topic: Gran Turismo Sport (GTS/GT7) model tools
- Replies: 90
- Views: 38776
Re: Gran Turismo Sport (GTS/GT7) model tools
i cant post gttool here, its posted there:
https://zenhax.com/viewtopic.php?f=5&t=8916
https://zenhax.com/viewtopic.php?f=5&t=8916
- Sat Dec 01, 2018 12:59 pm
- Forum: 3D/2D models
- Topic: Gran Turismo Sport (GTS/GT7) model tools
- Replies: 90
- Views: 38776
Re: Gran Turismo Sport (GTS/GT7) model tools
The new version of model tool that fixes lots of problems is uploaded.
Changes:
- all UV types supported
- texture pack extraction support (drop texture file onto the tool)
- PACK unpacker added (GTS_Pack) to unpack tracks
- ASCII files split in 100MB parts
Changes:
- all UV types supported
- texture pack extraction support (drop texture file onto the tool)
- PACK unpacker added (GTS_Pack) to unpack tracks
- ASCII files split in 100MB parts
- Thu Nov 29, 2018 4:39 pm
- Forum: 3D/2D models
- Topic: The Crew 1/2 map tool (Dunia engine)
- Replies: 74
- Views: 22626
Re: The Crew 1/2 map tool (Dunia engine)
The map format includes reading a lot of different info from game archives. Its possible that it can be done with Watch Dogs, but it may require a lot of additional workCobraGamer wrote:I'm hoping we can somehow do the same with the map from Watch Dogs, assuming the file format is the same.
- Tue Nov 27, 2018 12:01 pm
- Forum: 3D/2D models
- Topic: Gran Turismo 6 Models
- Replies: 245
- Views: 113417
Re: Gran Turismo 6 Models
No, I can't send you any files. Go to GT discord, people will be able to help you there. Meanwhile I continue work on the format. The game is using 2 main formats for models: usual meshes (triangulated) and tesselation-ready meshes using quads. Here are some examples of WIP: https://i.imgur.com/7knr...
- Mon Nov 26, 2018 7:34 am
- Forum: 3D/2D models
- Topic: Gran Turismo 6 Models
- Replies: 245
- Views: 113417
Re: Gran Turismo 6 Models
I'm making a tool to convert all GT6 cars.medwed wrote: How do you do that ? THX !!!
- Sat Nov 24, 2018 6:25 pm
- Forum: 3D/2D models
- Topic: Gran Turismo 6 Models
- Replies: 245
- Views: 113417
Re: Gran Turismo 6 Models
I finally found some time to look at GT6 formats. Yes, they are non-standard indeed. This is an example.


- Tue Nov 20, 2018 10:35 am
- Forum: 3D/2D models
- Topic: Final Fantasy Dissidia NT PS4 tools
- Replies: 211
- Views: 97451
- Tue Nov 20, 2018 9:57 am
- Forum: 3D/2D models
- Topic: Gran Turismo Sport (GTS/GT7) model tools
- Replies: 90
- Views: 38776
Gran Turismo Sport (GTS/GT7) model tools
Gran Turismo GTS/GT7 model tools Current version extracts static models and textures. Skeletal models also supported, but will be exported static. Car wheels and some other parts will be not in correct positions. This may be corrected with future adding their skeletons and weights. You can convert ...
- Mon Nov 12, 2018 6:36 pm
- Forum: 3D/2D models
- Topic: The Crew 1/2 map tool (Dunia engine)
- Replies: 74
- Views: 22626
Re: The Crew 1/2 map tool (Dunia engine)
Tool requires res2.bin file, which will later be generated automatically, but now you need to place it next to the EXE.
Its bigger than 256k, so get it here: https://zenhax.com/viewtopic.php?f=5&t=8879
Its bigger than 256k, so get it here: https://zenhax.com/viewtopic.php?f=5&t=8879
- Mon Nov 12, 2018 5:51 pm
- Forum: 3D/2D models
- Topic: The Crew 1/2 map tool (Dunia engine)
- Replies: 74
- Views: 22626
The Crew 1/2 map tool (Dunia engine)
The Crew 1/2 map tool Note: you DONT need to extract ANY files before using the tool, it exports all data right from FAT/DAT files Whole USA map is split into 20x12 areas (0,0 is south west corner). For the first game, its 19x11 areas. Each area is square 8x8 sectors. Notes before using the tool : -...
- Sat Nov 10, 2018 3:52 pm
- Forum: Game Archive
- Topic: [PC] Shadow of the Tomb Raider Bigfile.000.tiger
- Replies: 172
- Views: 88812
- Sat Nov 10, 2018 3:45 pm
- Forum: Game Archive
- Topic: [PC] Shadow of the Tomb Raider Bigfile.000.tiger
- Replies: 172
- Views: 88812
Re: [PC] Shadow of the Tomb Raider Bigfile.000.tiger
this ascii file loads fine without errors
i use noesis 4.2.3.1 with ascii XNALara/XPS plugin
and blender with XNALaraMesh plugin from john zero
i use noesis 4.2.3.1 with ascii XNALara/XPS plugin
and blender with XNALaraMesh plugin from john zero
- Sat Nov 10, 2018 3:31 pm
- Forum: Game Archive
- Topic: [PC] Shadow of the Tomb Raider Bigfile.000.tiger
- Replies: 172
- Views: 88812
Re: [PC] Shadow of the Tomb Raider Bigfile.000.tiger
i can't help you without files, and without error messagesAnthony789000 wrote:Yes I have it but when I want to open it on my Noesisv I have an error message
- Sat Nov 10, 2018 3:02 pm
- Forum: Game Archive
- Topic: [PC] Shadow of the Tomb Raider Bigfile.000.tiger
- Replies: 172
- Views: 88812
Re: [PC] Shadow of the Tomb Raider Bigfile.000.tiger
Here is a small example that I was told to put in this program PureHair_2c Then I get this file here Section 1.dtp.c This file there I put it in the program DXMDmodel PureHair I get the file Section 1 .dtp OBJ and this is where I have the problem after I have an ascii file but there is nothing in i...
