this the compiled EXE your using or the maxscript?
I also wrote a script for 3dsmax for xnalara... are you sure the normals are bad?
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Search found 586 matches
- Fri Oct 21, 2011 9:46 pm
- Forum: 3D/2D models
- Topic: Onechancara Models: Can Someone Make Vertex Dumper
- Replies: 46
- Views: 18688
- Tue Sep 27, 2011 5:15 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 607565
Re: Señor Casaroja's Noesis
could you have a look at xenosaga3's TXY they seem to be slightly different
- Tue Sep 27, 2011 4:45 am
- Forum: 3D/2D models
- Topic: xenosaga 3 model??request
- Replies: 199
- Views: 75845
Re: xenosaga 3 model??request
mradult posted a py script to convert the textures, its not apart of this script.
you can find that in his noesis topic
you can find that in his noesis topic
- Tue Sep 27, 2011 2:02 am
- Forum: 3D/2D models
- Topic: xenosaga 3 model??request
- Replies: 199
- Views: 75845
Re: xenosaga 3 model??request
yay i'm soo happy revel8n was able to solve the bone ids, so we should have fully skinned meshes now.. well hopefully BIG THANKS TO CHRROX, REVEL8N, and MRADULT xenosagas been an old ps2 favorite, i'm really glad to be able to play with the models ^.^ anyway heres the scripts; Desktop.zip I'm also p...
- Mon Sep 26, 2011 9:54 pm
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 607565
Re: Señor Casaroja's Noesis
wow thats nuts, would have never figured any of that out. thats crazy that the palette is in one of the texture offsets O_O I have to get around to writing up specs for the PXY format.. I think me and chrrox pretty much killed it, but I'm having problems with the bone ids.. they seem to work on some...
- Sat Sep 24, 2011 10:34 pm
- Forum: 3D/2D models
- Topic: Dead Island meshes
- Replies: 7
- Views: 4980
Re: Dead Island meshes
how'd you extract the files? i saw they were in a big compressed pack file thing so I gave up. I ended up using GA to capture the models in a Tpose. the msh file looks easy though, theres alot of header there, probably bone and material info there... then the rest of the file looks like smooth saili...
- Sat Sep 17, 2011 8:37 am
- Forum: 3D/2D models
- Topic: xenosaga 3 model??request
- Replies: 199
- Views: 75845
Re: xenosaga 3 model??request
The contents of this post was deleted because of possible forum rules violation.
- Wed Sep 07, 2011 9:56 pm
- Forum: 3D/2D models
- Topic: xenosaga 3 model??request
- Replies: 199
- Views: 75845
Re: xenosaga 3 model??request
not that this matters much, but I fixed the face directions in the script above. thanks to revel8n for pointing out my mistake.. forgot to reset the direction on each new strip [fixed]
http://pastebin.com/yFqzv6L5
http://pastebin.com/yFqzv6L5
- Tue Sep 06, 2011 9:49 pm
- Forum: 3D/2D models
- Topic: xenosaga 3 model??request
- Replies: 199
- Views: 75845
Re: xenosaga 3 model??request
Apparently some were not happy that I did not supply more details on the findings. I just want to say that I was only hesitant because of the over exposure and abuse I've been seeing alot of ripped 3d models since the release of tools such as noesis and umodel. I'm sure most know of what I'm talking...
- Tue Sep 06, 2011 7:38 am
- Forum: 3D/2D models
- Topic: xenosaga 3 model??request
- Replies: 199
- Views: 75845
Re: xenosaga 3 model??request
I poked around in the emu and found that if this one byte was even, the face was to be draw, but if it was odd, then you had to skip it... really nutty cause the hide this in the exponent of the 32bit float O_O ??guess thats what you meant by bit masking?


- Mon Sep 05, 2011 6:29 pm
- Forum: 3D/2D models
- Topic: xenosaga 3 model??request
- Replies: 199
- Views: 75845
Re: xenosaga 3 model??request
wow thats very interesting... okay soo basically before importing the strip I have to read everything between two VIF command blocks ex. "01 01 00 01" .. I assume the command is closed by an empty space "00 00 00 00" cause with each new VIF tag in between it'll add, or mask certa...
- Mon Sep 05, 2011 2:38 pm
- Forum: 3D/2D models
- Topic: xenosaga 3 model??request
- Replies: 199
- Views: 75845
Re: xenosaga 3 model??request
so that thing I thought was an ID, is actually the face strip pattern?
01 01 00 01
thanks for the heads up, this is soo awesome!! ^,^
viewtopic.php?p=52244#p52244
01 01 00 01
thanks for the heads up, this is soo awesome!! ^,^
viewtopic.php?p=52244#p52244
- Mon Sep 05, 2011 8:48 am
- Forum: 3D/2D models
- Topic: xenosaga 3 model??request
- Replies: 199
- Views: 75845
Re: xenosaga 3 model??request
thats the maxscript codeman made, it suffers from improper face import. but thanks for finding a web backup of Osaka's blog. the image there explains why the UVs looked like they were scaled wrong.... http://i56.tinypic.com/fn8v1d.jpg the answer is that they are not scaled wrong.. actually they are ...
- Mon Sep 05, 2011 4:31 am
- Forum: 3D/2D models
- Topic: xenosaga 3 model??request
- Replies: 199
- Views: 75845
Re: xenosaga 3 model??request
that person's rips are bad, I posted about the problems I had with it I inspected the Momo Swimsuit rip and found the following problems: a.) Rip is stored in 3dmax format which also requires collada drivers (rips should have been outputed to wavefront OBJ) b.) Model was not in its neutral pose aka ...
- Mon Sep 05, 2011 3:06 am
- Forum: 3D/2D models
- Topic: xenosaga 3 model??request
- Replies: 199
- Views: 75845
Re: xenosaga 3 model??request
hmm, thats probably done using the 3dripperDX method I released there a couple of years ago..
what I'm trying to do is get direct model conversion from the files...
what I'm trying to do is get direct model conversion from the files...
