Search found 161 matches
- Wed May 22, 2019 2:57 pm
- Forum: Graphic file formats
- Topic: Ridge Racer 5 Textures
- Replies: 10
- Views: 1921
Re: Ridge Racer 5 Textures
well. for now here are all the wheel textures i could harvest. includes what seems to be lod textures too. automation is impossible. the palettes can not be identified and relation not be done. and the palettes use those triple surfaces which i had to manually split to not complicate things. https:/...
- Wed May 22, 2019 6:00 am
- Forum: Graphic file formats
- Topic: Ridge Racer 5 Textures
- Replies: 10
- Views: 1921
Re: Ridge Racer 5 Textures
i might be a lil rusty, but we gettin' somewhere with the code. i need a break now tho. brain drained over nite. and i got a stream to watch. ![Satisfied :]](./images/smilies/%5Bcolon%5D%5D.gif)


- Wed May 22, 2019 12:45 am
- Forum: Graphic file formats
- Topic: Ridge Racer 5 Textures
- Replies: 10
- Views: 1921
Re: Ridge Racer 5 Textures
well looks like i found some other form of palette in the wheels file right now. will continue and start coding then. this gonna be a mash of bms and noesis. i dunno how to export multi image files from a noesis script. things to learn. i need the ps2 swizzle from noesis tho. palette for the rim, th...
- Wed May 22, 2019 12:04 am
- Forum: Graphic file formats
- Topic: Ridge Racer 5 Textures
- Replies: 10
- Views: 1921
Re: Ridge Racer 5 Textures
are you serious? the palettes and texture have no relations. how do you think this gonna work? i sure can read the hex. this is a hard egg i think. ps2 data is kinda always a mess tho. 
- Mon May 20, 2019 12:28 am
- Forum: Graphic file formats
- Topic: .tex file
- Replies: 5
- Views: 1193
Re: .tex file
actually unknown. hence why i msc-ed it. dude removed it anyway. i think theres no need to convert anymore. you wanted to do it? yo.
- Wed May 15, 2019 11:36 pm
- Forum: Graphic file formats
- Topic: .tex file
- Replies: 5
- Views: 1193
Re: .tex file
yep. and it was not about it being easier, but the batch process. qbms doesn't export png either way. just figured noesis has a batch function too. i never tried it tho. not gonna do now either. maybe somebody wants to recode this lil script to py syntax. i dunno. and dds and the old dxt formats are...
- Tue May 14, 2019 3:47 pm
- Forum: Graphic file formats
- Topic: Idolminds PS2 Texture (Unknown format)
- Replies: 1
- Views: 605
Re: Idolminds PS2 Texture (Unknown format)
oof. looks a bit messy. seems hard to get the structure data pointers. 2 surface descriptions. those are the 50,51,52,53 bits. it's actually only 1 tho. 5 kinda 'fragment' descriptions. but... nasty to figure out the positions and sizes. the leftmost textures are 2 fragments to puzzle together. tric...
- Tue May 14, 2019 2:41 pm
- Forum: Graphic file formats
- Topic: .tex file
- Replies: 5
- Views: 1193
Re: .tex file
you know quickbms? should be able to batch it, safely. formats afaifigureditout. :D ask if you need more. gotta up the 'broken' samples ofc. i'm somewhat certain it could be done in noesis too, but it's a execute "import and export on click file in folder thing" unpredictable reads and writes withou...
- Tue May 07, 2019 3:15 am
- Forum: 3D/2D models
- Topic: Help needed figuring out the X3D Files from the Precure 3DS games.
- Replies: 3
- Views: 600
Re: Help needed figuring out the X3D Files from the Precure 3DS games.
you basicly reassemble the index list to index the per triangle vertices. this is clockwise order.


- Mon May 06, 2019 1:26 pm
- Forum: 3D/2D models
- Topic: sharedassets.assets.split extraction help! PLEASE
- Replies: 3
- Views: 1395
Re: sharedassets.assets.split extraction help! PLEASE
try https://github.com/Perfare/AssetStudio and open the whole folder. AS usually combines those split files into full files and is able to open the whole thing. depends on the file's hierarchy and your choice if you wanna extract from the scene or the asset list.
- Tue Apr 30, 2019 7:25 pm
- Forum: 3D/2D models
- Topic: [Noesis]Help with vertex count
- Replies: 6
- Views: 933
Re: [Noesis]Help with vertex count
you know it's just the first mesh in this file tho, do you?!? anyway. glad you figured it out. ![Satisfied :]](./images/smilies/%5Bcolon%5D%5D.gif)
- Mon Apr 29, 2019 6:26 pm
- Forum: 3D/2D models
- Topic: [Noesis]Help with vertex count
- Replies: 6
- Views: 933
Re: [Noesis]Help with vertex count
at 0x430 you have the offset and count for the index buffer. this probalby belongs into this $RSI structure. guessing the "I" is something index releated.
- Mon Apr 29, 2019 11:51 am
- Forum: 3D/2D models
- Topic: [Noesis]Help with vertex count
- Replies: 6
- Views: 933
Re: [Noesis]Help with vertex count
interesting sample. you interpretation is not entirely correct or imcomplete. anyway... if you know the file that contains the buffer lenghts or vertex or index counts or whatever describes this data container you should load that first and then the data file. how you do it depends if the descriptio...
- Sun Apr 28, 2019 8:25 pm
- Forum: 3D/2D models
- Topic: Finding out what 3Dfile it is.
- Replies: 7
- Views: 866
Re: Finding out what 3Dfile it is.
i throw it. :| been working on this all day. blender doesn't give out correct raw triangles. neither correct colors. the indices are all over the place. i got correct colors when splitting (really splitting) the polys/triangles on a test quad. pretty blah. it may work when you get to seperate all po...
- Sat Apr 27, 2019 6:21 pm
- Forum: 3D/2D models
- Topic: Finding out what 3Dfile it is.
- Replies: 7
- Views: 866
Re: Finding out what 3Dfile it is.
i'm messing with blender py rn. maybe i'll have an exporter done later. or maybe in a couple hours (tomorrow). 
(i need to learn it anyway. gonna need an exporter for my own engine model format at a later point)
(i need to learn it anyway. gonna need an exporter for my own engine model format at a later point)
