The rules have been updated, read them now: Rules!
Search found 549 matches
- 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 ...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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 ...
- 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...
- 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...
- Sun Mar 12, 2017 8:19 am
- Forum: 3D/2D models
- Topic: .hgs model file conversion
- Replies: 16
- Views: 3054
- Tue Mar 07, 2017 7:45 am
- Forum: 3D/2D models
- Topic: .hgs model file conversion
- Replies: 16
- Views: 3054
- 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*

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*

- 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...