Search found 2567 matches

by daemon1
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...
by daemon1
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
by daemon1
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
by daemon1
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)

CobraGamer wrote:I'm hoping we can somehow do the same with the map from Watch Dogs, assuming the file format is the same.
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 work
by daemon1
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...
by daemon1
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

medwed wrote: How do you do that ? THX !!!
I'm making a tool to convert all GT6 cars.
by daemon1
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.

Image
by daemon1
Tue Nov 20, 2018 10:35 am
Forum: 3D/2D models
Topic: Final Fantasy Dissidia NT PS4 tools
Replies: 211
Views: 97451

Re: Final Fantasy Dissidia NT PS4 tools

"Big endian" version posted. For console games:

viewtopic.php?p=140230#p140230
by daemon1
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 ...
by daemon1
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
by daemon1
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 : -...
by daemon1
Sat Nov 10, 2018 3:52 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

ascii plugin here:
viewtopic.php?f=16&t=18226

must work with any noesis version
by daemon1
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
by daemon1
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

Anthony789000 wrote:Yes I have it but when I want to open it on my Noesisv I have an error message
i can't help you without files, and without error messages
by daemon1
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...