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Search found 1031 matches

by Bigchillghost
Thu May 27, 2021 5:04 pm
Forum: Tutorials
Topic: A Demonstration on Using AXE
Replies: 13
Views: 9005

Re: A Demonstration on Using AXE

Set the number of columns to 48 in the hex editor, and each vertex element will be held exactly on 1 row. See Fig. 5. https://i.ibb.co/cJQZjgt/vert-Layout.png Fig. 5 And combined with the previous hint, we get the definition of this vertex layout as listed in Table 3. data type vertex attribute offs...
by Bigchillghost
Thu May 27, 2021 5:01 pm
Forum: Tutorials
Topic: A Demonstration on Using AXE
Replies: 13
Views: 9005

Re: A Demonstration on Using AXE

Open the data file "skrull_skin_m.nif" in AXE by navigating to the "File" menu and select "Open". First let's prepare the materials that are used by the model. This step can be taken at any point before the materials are referenced, but we'll do it first to keep things ...
by Bigchillghost
Thu May 27, 2021 4:54 pm
Forum: 3D/2D models
Topic: Advanced Mesh Reaper - Xtreme Edition
Replies: 16
Views: 9932

Advanced Mesh Reaper - Xtreme Edition

1) Introduction Advanced Mesh Reaper - Xtreme Edition, abbreviated AXE, is a complete reconstruction of the existing Advanced Mesh Reaper , abbreviated AMR, and comes with a lot of exclusive new features. Unlike AMR, AXE is designed to support as many vertex attributes as possible. Apart from posit...
by Bigchillghost
Thu May 27, 2021 4:46 pm
Forum: Tutorials
Topic: A Demonstration on Using AXE
Replies: 13
Views: 9005

A Demonstration on Using AXE

This topic is intended for a demonstration on exploiting the main features of AXE, short for Advanced Mesh Reaper - Xtreme Edition . It's also served to be an extent on the topic Analyzing and Extracting a Game Model . The sample files used in this article can be found here in case you'd like to fol...
by Bigchillghost
Sat May 22, 2021 8:15 am
Forum: Tutorials
Topic: Approaches of Parsing Bone Representations
Replies: 27
Views: 24107

Re: Approaches of Parsing Bone Representations

mount_001_h.zip # Dump Name: mount_001_h.s3dd # From Game: League of Angels III # Platform: PC (Browser) # Bone Format: Quaternion Rotation, Translation # Coordinate System: Left-Hand # Endian: Little Bone data structure: long boneCount for i = 0 < boneCount short NameLen char Name[NameLen+1] long ...
by Bigchillghost
Fri May 21, 2021 6:08 pm
Forum: 3D/2D models
Topic: [Help] GTArcade models?
Replies: 59
Views: 14964

Re: [Help] GTArcade models?

Here's the finally working script:
fmt_GTArcade_s3d.zip

Skin info is also supported.
by Bigchillghost
Fri May 21, 2021 6:07 pm
Forum: 3D/2D models
Topic: [Help] GTArcade models?
Replies: 59
Views: 14964

Re: [Help] GTArcade models?

moonpaladin wrote: Tue May 18, 2021 7:41 am Hello Bigchillghost, could you please take a look at this models? :(
Well, thought this was gona be a total waste of time but darn, I did it! :D
by Bigchillghost
Fri May 21, 2021 12:56 pm
Forum: 3D/2D models
Topic: NFS No Limits
Replies: 113
Views: 42202

Re: NFS No Limits

I couldn't get better results Well, I couldn't see the images posted by GreenTrafficLight earlier. But from that screenshot where AMR interpretated the data as "char", you can clearly see that the square sum (the value on the right of the arrow) of every vector approximately equals to 1.0...
by Bigchillghost
Fri May 21, 2021 4:53 am
Forum: 3D/2D models
Topic: Dragon Raja Mesh Importor & Texture Convertor
Replies: 100
Views: 37754

Re: Dragon Raja Mesh Importor & Texture Convertor

Coz it's not a zip file. Read the first instruction in the first post.
by Bigchillghost
Fri May 21, 2021 1:18 am
Forum: 3D/2D models
Topic: NFS No Limits
Replies: 113
Views: 42202

Re: NFS No Limits

Edit 2 : So I remplaced the code with n1 = vertexBuffer.readByte() * 2 / 255; n2 = vertexBuffer.readByte() * 2 / 255; n3 = vertexBuffer.readByte() * 2 / 255; normals.append([n1,n2,n3]) For unsigned integer types, what you need to do is to normalize the values into the interval [0, 2], and then shif...
by Bigchillghost
Sat May 15, 2021 7:35 am
Forum: 3D/2D models
Topic: Dragon Raja Mesh Importor & Texture Convertor
Replies: 100
Views: 37754

Re: Dragon Raja Mesh Importor & Texture Convertor

Well it appears that the whole png is split into two parts. Just merge models.png and models.pk1.png into a single png by running

Code: Select all

copy /b models.png + models.pk1.png models_merged.png
in CMD and try again.
by Bigchillghost
Fri May 14, 2021 12:17 pm
Forum: 3D/2D models
Topic: Dragon Raja Mesh Importor & Texture Convertor
Replies: 100
Views: 37754

Re: Dragon Raja Mesh Importor & Texture Convertor

Does anyone of you know why you can't unpack the model.png from the china version anymore? Everytime i try it i become this Error Works fine on my end. In my case the model.png unpacked from the apk is 481 MB whereas in your screenshot that offset indicates the file is over 2 GB. That's not possibl...
by Bigchillghost
Sun May 09, 2021 10:19 am
Forum: 3D/2D models
Topic: Is it possible to use model researcher or hex2obj? / Danball Senki Chou Custom 3DS
Replies: 8
Views: 1583

Re: Is it possible to use model researcher or hex2obj? / Danball Senki Chou Custom 3DS

Most data is compressed. Use this BMS script to unpack the rif container.
rifUnpacker.zip
Then use the following script to decompress the resulting slz files:
http://aluigi.altervista.org/bms/slz.bms
by Bigchillghost
Sun May 02, 2021 3:54 pm
Forum: 3D/2D models
Topic: Dragon Raja Mesh Importor & Texture Convertor
Replies: 100
Views: 37754

Re: Dragon Raja Mesh Importor & Texture Convertor

Here's the patched script:
fmt_DragonRaja_uasset.zip
by Bigchillghost
Mon Apr 26, 2021 6:11 am
Forum: 3D/2D models
Topic: Dragon Raja Mesh Importor & Texture Convertor
Replies: 100
Views: 37754

Re: Dragon Raja Mesh Importor & Texture Convertor

It seems that obb is version 1.26 and the game is at the 1.25 That's not a problem if you were using the same apk for installation. maybe is for that, that some models are not listed in the .dat file yet. Interesting theory. But that's highly unlikely. If the information is not recorded in the entr...