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by shadowmoy
Mon Jan 11, 2010 9:57 am
Forum: Game Archive
Topic: [PC] Devil May Cry 4
Replies: 320
Views: 157003

Re: [PC] Devil May Cry 4

0.5f is the W component but can be skipped also reread the surveyor source code to see that re5 models have 2 uv layers to be able to fix yourmodel viewer....
by shadowmoy
Wed Dec 23, 2009 5:23 pm
Forum: 3D/2D models
Topic: question
Replies: 9
Views: 3447

Re: question

so mpk is the motion package (animations)
i3r is the 3d model
so if chroxx can help me on it i think we could manage to do a generic psp viewer, it seems all psp games use the same 3d model format !
by shadowmoy
Tue Dec 15, 2009 7:47 pm
Forum: Game Archive
Topic: wii game bleach shattered blades TEX0 files : need help
Replies: 7
Views: 3390

Re: wii game bleach shattered blades TEX0 files : need help

oh my i forgot this post , so i found also some good wii utilities form super smash brawl that work fine on all brres files (also the ones including tex0) so i split the archive using an hex editor then load the brres and extact each texture from each file... so here are a couple of usefull wii tool...
by shadowmoy
Mon Nov 23, 2009 7:58 pm
Forum: Game Archive
Topic: [PC] Devil May Cry 4
Replies: 320
Views: 157003

Re: [PC] Devil May Cry 4

already tested on some complete models and on individual body parts (excella head, eyes and hair etc...), just have noticed some mesh duplicates on jill's hands that are exactly the same hight res model stored 2 times in the mod file instead of a lod0 and a lod1 lodmesh so it export it twice but it ...
by shadowmoy
Mon Nov 23, 2009 5:30 pm
Forum: Game Archive
Topic: [PC] Devil May Cry 4
Replies: 320
Views: 157003

Re: [PC] Devil May Cry 4

[quote="revelation"] struct { // 0x00 uint16 usId0 : 5; // used as power of 2, tested against value indexed by usId1 uint16 usId1 : 11; // used as an index into a list of 32-bit (4-byte) values uint16 usMatId; // material Id uint8 usFlag0x04[2]; // [0] - processing skipped if == 0 // [1] -...
by shadowmoy
Sun Nov 22, 2009 10:37 pm
Forum: Game Archive
Topic: [PC] Resident Evil 5
Replies: 104
Views: 69129

Re: [PC] Resident Evil 5

ok i will need beta testers and a lot of feedback with this one : the aim is to remove the lodmesh not needed (degenerated mesh) and export only the original one

so here is the alpha 3.1 version:
by shadowmoy
Sun Nov 22, 2009 12:37 pm
Forum: Game Archive
Topic: [PC] Resident Evil 5
Replies: 104
Views: 69129

Re: [PC] Resident Evil 5

so the same with fixed backfacing problem :
by shadowmoy
Sun Nov 22, 2009 10:39 am
Forum: Game Archive
Topic: [PC] Resident Evil 5
Replies: 104
Views: 69129

Re: [PC] Resident Evil 5

ok so here is the fixed uv version of the mod2obj exporter, still need to fix normals and groups backfacing

(Edit: attachement removed)
by shadowmoy
Wed Nov 18, 2009 12:29 pm
Forum: Game Archive
Topic: [PC] Devil May Cry 4
Replies: 320
Views: 157003

Re: [PC] Devil May Cry 4

ok seems we need some infos , normal bug is not a bug, the normals you import are dynamic normals based on the skeleton pose, they are recalculated dynamicly by the engine ,differently than max do (they need to be rotated by the inverse matrix of the vertex associated joint and normalized after. the...
by shadowmoy
Mon Nov 16, 2009 10:25 pm
Forum: Game Archive
Topic: wii game bleach shattered blades TEX0 files : need help
Replies: 7
Views: 3390

wii game bleach shattered blades TEX0 files : need help

here is what i get from raw file loading , not found any wiever / converter that is able to convert it correctly :


Image
wii_bleach_shateredbalde_nel_face.zip
by shadowmoy
Mon Nov 16, 2009 9:42 pm
Forum: Game Archive
Topic: [PC] Devil May Cry 4
Replies: 320
Views: 157003

Re: [PC] Devil May Cry 4

something like that ? Type CGROUPS Align 1 '//lot of infos are based on IDirect3DDevice9::DrawPrimitiveUP params for faster rendering process usId As word '// id from the index table //unsigned short 'could be a degenerate face counter ? usMatId As word '// material Id //unsigned short usFlag[0 To 7...
by shadowmoy
Mon Nov 16, 2009 9:38 pm
Forum: Game Archive
Topic: [PC] Resident Evil 5
Replies: 104
Views: 69129

Re: [PC] Resident Evil 5

yeh i think so :D i was thinking they could be stored in groups structs for faster link using some kind of offsets,because i found start indice stored twice in groups datas, so it could also provide a start indice in the indice array to jump to the next lod sub indice list in the strips... not a lot...
by shadowmoy
Mon Nov 16, 2009 9:00 pm
Forum: Game Archive
Topic: wii brres texture tool
Replies: 10
Views: 4307

Re: wii brres texture tool

is there a compiled version of bres2png somewhere please ?
by shadowmoy
Fri Nov 13, 2009 3:57 pm
Forum: Game Archive
Topic: [PC] Resident Evil 5
Replies: 104
Views: 69129

Re: [PC] Resident Evil 5

so you managed to found out the vertex weight datas and some more bones infos ? nice job !!! the model you show is sheva, a sweet african girl when textured :op i don't have found any indexes to remove the lods models actually, i think the 1000 3000 3 values from the header could be the key but not ...
by shadowmoy
Thu Oct 22, 2009 11:55 am
Forum: Game Archive
Topic: [PC] Resident Evil 5
Replies: 104
Views: 69129

Re: [PC] Resident Evil 5

yes i speak about it but actually the exporter to smd is not working correctly, because i have wrong bones assignement, and actually working on normal maps rebuilding, so it is not yet released, because it is not fixed.