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by mariokart64n
Fri Apr 17, 2020 6:23 pm
Forum: Graphic file formats
Topic: [PS2] Soul Calibur III
Replies: 14
Views: 1463

Re: [PS2] Soul Calibur III

I was able to convert image data with the function Acewell posted, however the colours are wrong here is the 8bit unswizzle function transcoded to maxscript fn unswizzle_8bit Swizzled& Width Height = ( -- PSMT8 local Buf = #() local y = 1, x = 1, block_location = 0, byte_num = 0 local swap_selector ...
by mariokart64n
Fri Apr 17, 2020 5:04 pm
Forum: 3D/2D models
Topic: Soul Calibur 3 Modding
Replies: 35
Views: 12901

Re: Soul Calibur 3 Modding

Sorry for the bump; Recently I dusted off my old script for SC3 and realized alot more work was required for me to import models correctly So I spent a week documenting as much as possible of the mesh binary so that I might have a better chance identifying the mesh info. I created this flow charted ...
by mariokart64n
Wed Apr 08, 2020 11:20 am
Forum: Graphic file formats
Topic: [PS2] Help with RAW Texture Format
Replies: 2
Views: 594

Re: [PS2] Help with RAW Texture Format

I'm no expert here but just recently I have been looking into ps2 textures for sc3. I typically do 3d importing so normally I use 3dsmax for making programs. So as I was getting into texture import I just used the API in 3dsmax to render my images instead of directly writing to an external format li...
by mariokart64n
Mon Apr 06, 2020 5:18 am
Forum: Graphic file formats
Topic: [PS2] Soul Calibur III
Replies: 14
Views: 1463

[PS2] Soul Calibur III

For current work on this game, please see the Soul Calibur 3 megathread . The textures appear to be kept in a container where there can be multiple images and multiple image palettes for each image. I'm examining a container with just a single palette and image so that I know they belong to each ot...
by mariokart64n
Sun Mar 29, 2020 4:38 am
Forum: 3D/2D models
Topic: Audition Online 3D model !!!
Replies: 4
Views: 1408

Re: Audition Online 3D model !!!

Someone on the discord was inquiring about writing a new file for this game as they had some plugin source code but some issue. the person wasn't able to share the source code so I ended up reversing the format myself so that I would be able to read and write models to the format. Anyway here is a i...
by mariokart64n
Thu Mar 05, 2020 7:59 pm
Forum: 3D/2D models
Topic: [Wii] Suzumiya Haruhi no Heiretsu (*.sge)
Replies: 2
Views: 838

[Wii] Suzumiya Haruhi no Heiretsu (*.sge)

Title: 涼宮ハルヒの並列 (Suzumiya Haruhi no Heiretsu) Platform: Wii (ID: R44J8P) Cover: https://i.imgur.com/qt920H4.jpg ========================================================================================================== MaxScript Importer: Status: Importer is incomplete, only imports base geometry a...
by mariokart64n
Tue Oct 22, 2019 5:06 am
Forum: Game Archive
Topic: [PS2] 'Def Jam Vandetta' DATA.BIN Archive (JPN) (SLPS-252)
Replies: 1
Views: 1441

[PS2] 'Def Jam Vandetta' DATA.BIN Archive (JPN) (SLPS-252)

I've written a python script that works as a plugin for noesis to extract contents from the ISO of the japanese version of def jam vandetta (PS2). two files are required; -SLPS_252.75 -DATA/DATA.BIN Note that there was a BMS script written by aluigi previously for the european version, which does a ...
by mariokart64n
Thu Oct 17, 2019 7:45 pm
Forum: 3D/2D models
Topic: Middle-earth: Shadow of War maxscript (.skel .mesh)
Replies: 60
Views: 16739

Re: Middle-earth: Shadow of War maxscript (.skel .mesh)

Sorry for the bump A request was made through the xentax discord to have zaramot's maxscript converted to a noesis plugin. I have gone through zaramot's maxscript line for line and convert it comparably to python, the attached script below will work with Noesis fmt_shadowofwar_mesh.zip *The script o...
by mariokart64n
Sun Jun 11, 2017 4:13 pm
Forum: 3D/2D models
Topic: Need an export script
Replies: 7
Views: 1246

Re: Need an export script

I looked at the format and I would have to say this is a good format for someone that wanted to learn all this stuff Anyway I did a mockup maxscript here: /* ---------------------------------------------------------- MAXSCRIPT Description: Mockup import script to import kings bounty crossworlds bma ...
by mariokart64n
Wed Mar 29, 2017 11:02 am
Forum: 3D/2D models
Topic: Spider-Man 3 PC
Replies: 84
Views: 16585

Re: Spider-Man 3 PC

its very hard to make a model importer with only one sample. its a lot easier with several samples of different sizes. type 36 is models quickbms script goto 0x394 for i = 0 < 152 get hash long get type long get offset long get size long string NAME p= "%08x" hash string EXT p= "%02x" type string N...
by mariokart64n
Fri Mar 17, 2017 5:48 am
Forum: 3D/2D models
Topic: Sudden Attack - Noesis Script Creation
Replies: 22
Views: 5938

Re: Sudden Attack - Noesis Script Creation

Once I get more comfortable with python and the noesis module I'll try out rapi, it seems the easiest way to read buffers :D @ TRDaz The two file samples you posted have two different vertex structures, and I failed to locate a vertex definition for them. I think you need to look at a few samples an...
by mariokart64n
Wed Feb 01, 2017 9:09 am
Forum: 3D/2D models
Topic: Import Tuner Challenge [XBOX360]
Replies: 98
Views: 23133

Re: Import Tuner Challenge [XBOX360]

I looked a file that was posted above named "00000c3a.dat"
I'm not sure if thats even the same thing you guys are looking at. But the format had geometry in it so I imported it, looks like a light :/ *boring*

Image
by mariokart64n
Tue Jan 31, 2017 10:12 pm
Forum: 3D/2D models
Topic: Dead or Alive series formats and tools
Replies: 2007
Views: 572272

Re: Dead or Alive series formats and tools

Thanks that verifies what I had thought was going on with the Object Tool, strange that he didn't allow that field in the GUI so you could just edit it. Anyway the shader codes I collected need to be review, depending on how dynamic these shader id's are this might be troublesome, otherwise easy and...