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Search found 7 matches
- Mon Feb 21, 2022 1:29 am
- Forum: 3D/2D models
- Topic: Boiling Point: Road to Hell *.RF2
- Replies: 17
- Views: 4944
Re: Boiling Point: Road to Hell *.RF2
Animations support is almost done, just got to figure out how to sync the frames together. https://i.imgur.com/wdUiCGO.jpg I wrote up a long post explaining my findings but it got wiped before I got a chance to post it :[ In short, I had to look around in the dlls and the RF2_Export.dlu that came wi...
- Wed Feb 09, 2022 10:50 pm
- Forum: 3D/2D models
- Topic: Boiling Point: Road to Hell *.RF2
- Replies: 17
- Views: 4944
Re: Boiling Point: Road to Hell *.RF2
Trying to research bone anim format. By reverse engineering the verender2.dll file with included *.pdb, managed to get bone structures. Turned out what they having the following format: struct BONE { char name[20]; byte parentID; byte groupID; byte rootGroupID; uint32 packedAnimSize; if( packedAnim...
- Fri Jan 14, 2022 2:17 am
- Forum: 3D/2D models
- Topic: Boiling Point: Road to Hell *.RF2
- Replies: 17
- Views: 4944
Re: Boiling Point: Road to Hell *.RF2
Sorry for necroing this thread, but I have managed to write a working Noesis script using all available information from this thread and using the included debug symbols shipped with the game and the SDK to figure out the data structures and calculations for the *.RF2. So far, the script can read hi...
- Thu Nov 09, 2017 2:33 am
- Forum: Game Archive
- Topic: Deus EX: Mankind Divided .archive
- Replies: 151
- Views: 75330
Re: Deus EX: Mankind Divided .archive
Hi! I know about the problem, but I use Volfin's 3d models converter. So, I can't fix this. Maybe (!) I'll do something with UV in .linkedprim files this winter (just haven't free time now). And if I can disassemble the format by myself, I'll add bones support. Thanks for the response. I'll wait un...
- Mon Nov 06, 2017 2:18 am
- Forum: Game Archive
- Topic: Deus EX: Mankind Divided .archive
- Replies: 151
- Views: 75330
Re: Deus EX: Mankind Divided .archive
And there are new version of DEMD database: https://yadi.sk/d/qUxdTmJa3MxHEs I strongly reccomend to delete old program folder and unzip this new one - some libs were changed. Hello, I used your program to extract the combat rifle meshes from DX: MD, but the UVs are messed up and are either all ove...
- Fri Oct 23, 2015 5:28 am
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 591830
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
This might be helpful: TppDefine.lua. https://www.reddit.com/r/NeverBeGameOver/comments/3nbfwn/datamine_tppdefinelua_lot_of_interesting/ Here's the entire mission list. This should help when finding content within specific missions. I'm not sure if it has been posted before. 10010 : Prologue Awekeni...
- Sat Oct 10, 2015 7:54 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 591830
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Hello guys, I'm new here, but I want to show you what I've been doing for the past few days. I've been modding the MB freeroam mission to remove some restrictions, like lethal weapon wielding, getting on turrets, etc. You can now grab and knife your staff. http://i.imgur.com/E49SpSJl.jpg I removed s...
