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Search found 7 matches

by E3245
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...
by E3245
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...
by E3245
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...
by E3245
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...
by E3245
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...
by E3245
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...
by E3245
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...