Search found 2343 matches
- Fri Jan 01, 2021 8:33 pm
- Forum: 3D/2D models
- Topic: ...is this the uncrackable one?? (.zm and .zm2) Carnevil Arcade
- Replies: 122
- Views: 11582
Re: ...is this the uncrackable one?? (.za and .za2)
Also note that non-square textures will require filling them up to square before applying to the model, or modifying UVs. Do whatever is easier for you. Yet another image script, supports grey-colored images with alpha. from inc_noesis import * def registerNoesisTypes(): handle = noesis.register("wh...
- Fri Jan 01, 2021 7:59 pm
- Forum: 3D/2D models
- Topic: ...is this the uncrackable one?? (.zm and .zm2) Carnevil Arcade
- Replies: 122
- Views: 11582
Re: ...is this the uncrackable one?? (.za and .za2)
Happy new year) As i said before, submesh tables were in game.exe So i made a little neural network to find and cut them from there, these files are included. Most of them have names corresponding to characters (or their weapons) but some i was unable to link. You can guess it by looking inside they...
- Fri Jan 01, 2021 11:59 am
- Forum: 3D/2D models
- Topic: ...is this the uncrackable one?? (.zm and .zm2) Carnevil Arcade
- Replies: 122
- Views: 11582
Re: ...is this the uncrackable one?? (.za and .za2)
also updated script for textures, supports images with transparency. It was 4 bits RGBA (4:4:4:4) from inc_noesis import * def registerNoesisTypes(): handle = noesis.register("whatever", ".wms") noesis.setHandlerTypeCheck(handle, noepyCheckType) noesis.setHandlerLoadRGBA(handle, noepyLoadRGBA) #noes...
- Fri Jan 01, 2021 11:57 am
- Forum: 3D/2D models
- Topic: ...is this the uncrackable one?? (.zm and .zm2) Carnevil Arcade
- Replies: 122
- Views: 11582
Re: ...is this the uncrackable one?? (.za and .za2)
Here I made a tool to extract all models. Need manual assembly, but this doesnt look too hard.




- Thu Dec 31, 2020 4:05 pm
- Forum: 3D/2D models
- Topic: ...is this the uncrackable one?? (.zm and .zm2) Carnevil Arcade
- Replies: 122
- Views: 11582
Re: ...is this the uncrackable one?? (.za and .za2)
Hello. I see after a year you're still here talking with ech other 
- Wed Dec 30, 2020 5:51 pm
- Forum: 3D/2D models
- Topic: Parasite Eve (PS1)
- Replies: 29
- Views: 2810
Re: Parasite Eve (PS1)
Texture tool. usage: Parasite_tex.exe <texture> <palette> All textures in this game are split in 2 parts: main part and very small tail 128 bytes part. I don't know why is that. You need to merge them before converting. You can use "copy" cmd for it, or hex editor, or any file manager allowing to me...
- Tue Dec 29, 2020 9:06 am
- Forum: 3D/2D models
- Topic: Parasite Eve (PS1)
- Replies: 29
- Views: 2810
Re: Parasite Eve (PS1)
Many images in this game are 16-color paletted images. For example, aya texture has 18 palettes. This is how they look if you apply them to texture: https://imgur.com/QPAMiKc.png The tool collects palette indices from the model, for each quad and triangle. Notice how each region is taken from partic...
- Tue Dec 29, 2020 8:38 am
- Forum: 3D/2D models
- Topic: Parasite Eve (PS1)
- Replies: 29
- Views: 2810
Re: Parasite Eve (PS1)
Animation tool. Since game has no t-poses, only animations allow to get characters in proper poses. Model tool is now obsolete. To convert an animation, you need 2 files: model and animation. After asset extraction, folder 2 will have models, folder 3 will have animations. For both, first number in ...
- Sun Dec 27, 2020 9:54 am
- Forum: 3D/2D models
- Topic: Parasite Eve (PS1)
- Replies: 29
- Views: 2810
Re: Parasite Eve (PS1)
Backgrounds tool added. The way it works on PS1 is kind of complicated, so i'm not going to fully export all the data. Here's how it works: you need 3 files to provide for it: 1 - background (from folder 6) 2 - palette (from folder 9), this file is usually first palette, and its size is the biggest,...
- Fri Dec 25, 2020 5:17 pm
- Forum: 3D/2D models
- Topic: Parasite Eve (PS1)
- Replies: 29
- Views: 2810
Re: Parasite Eve (PS1)
https://imgur.com/qj4OY1o.png This picture was taken from one of her animations, which are also extractable. It allows to finally get characters in proper poses. A couple of animation examples. They are either 8-bit or 12-bit. This one is smooth: https://www.youtube.com/watch?v=a_lDoNomxRY And this...
- Thu Dec 24, 2020 5:52 pm
- Forum: 3D/2D models
- Topic: Parasite Eve (PS1)
- Replies: 29
- Views: 2810
Re: Parasite Eve (PS1)
Getting backgrounds now. I think its the last option planned, and then i can move to PE2.


- Wed Dec 23, 2020 2:51 pm
- Forum: 3D/2D models
- Topic: Parasite Eve (PS1)
- Replies: 29
- Views: 2810
Re: Parasite Eve (PS1)
Model tool updated. It will now assign materials according to image index used. Must allow to texture complex models that are using multiple textures. The only problem remains that some faces are not textured, instead they are filled with solid colors. I could export that in another format, but SMD ...
- Wed Dec 23, 2020 10:32 am
- Forum: 3D/2D models
- Topic: Parasite Eve (PS1)
- Replies: 29
- Views: 2810
- Mon Dec 21, 2020 5:18 pm
- Forum: 3D/2D models
- Topic: Parasite Eve (PS1)
- Replies: 29
- Views: 2810
- Sun Dec 20, 2020 4:24 pm
- Forum: 3D/2D models
- Topic: Parasite Eve (PS1)
- Replies: 29
- Views: 2810
Parasite Eve (PS1)
Parasite Eve (PS1) tools. 1. extract game packages from PE.IMG Just run Parasite_img.exe in the folder with PE.IMG, also exedata.bin provided must be there. This table from game executable tell the tool about package offsets. 2. drop any package onto Parasite_assets.exe (or run on all them in batch)...
