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Search found 1031 matches
- 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...
- 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 ...
- 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...
- 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...
- 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 ...
- 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:
Skin info is also supported.
Skin info is also supported.
- Fri May 21, 2021 6:07 pm
- Forum: 3D/2D models
- Topic: [Help] GTArcade models?
- Replies: 59
- Views: 14964
Re: [Help] GTArcade models?
Well, thought this was gona be a total waste of time but darn, I did it!moonpaladin wrote: ↑Tue May 18, 2021 7:41 am Hello Bigchillghost, could you please take a look at this models?![]()
- 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...
- 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.
- 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...
- 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
in CMD and try again.
Code: Select all
copy /b models.png + models.pk1.png models_merged.png- 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...
- 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.
Then use the following script to decompress the resulting slz files:
http://aluigi.altervista.org/bms/slz.bms
http://aluigi.altervista.org/bms/slz.bms
- 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:
- 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...
