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Search found 1031 matches

by Bigchillghost
Mon Apr 26, 2021 5:34 am
Forum: 3D/2D models
Topic: Dragon Raja Mesh Importor & Texture Convertor
Replies: 100
Views: 37754

Re: Dragon Raja Mesh Importor & Texture Convertor

I were checking the files and it seems that the saved_download_entry.dat is like a listfile, because I unpacked all those .dat files and all contained the same files without any difference. Yes, the iguf files contain the actual data and that's why you should place all iguf dat files in the same fo...
by Bigchillghost
Mon Apr 26, 2021 1:05 am
Forum: 3D/2D models
Topic: Code EVE (Android, UE4)
Replies: 30
Views: 9732

Re: Code EVE (Android, UE4)

moonpaladin wrote: Sun Apr 25, 2021 6:12 pmthe models are like this "jixiedilong_zuoqi.fbx.asset.u3dext"
Use this script for Unity games.
pngUnpacker_unity.zip
by Bigchillghost
Sun Apr 25, 2021 2:19 pm
Forum: 3D/2D models
Topic: Code EVE (Android, UE4)
Replies: 30
Views: 9732

Re: Code EVE (Android, UE4)

moonpaladin wrote: Sun Apr 25, 2021 4:18 am Hello! anyone got an unpacker for png unit files for world of kings?!
Same format. Just with a different compression. Here's the updated script.
DragonRajaUnpacker.zip
by Bigchillghost
Sun Apr 25, 2021 11:13 am
Forum: 3D/2D models
Topic: Dragon Raja Mesh Importor & Texture Convertor
Replies: 100
Views: 37754

Re: Dragon Raja Mesh Importor & Texture Convertor

moonpaladin wrote: Sun Apr 25, 2021 5:47 amI did exactly what was wrote
I see no uexp nor ubulk files for most uassets in your screenshot. Did you unpack all the iguf files?
by Bigchillghost
Sat Apr 24, 2021 10:28 am
Forum: 3D/2D models
Topic: AssaultFire Upk Assets Extractor
Replies: 35
Views: 11822

Re: AssaultFire Upk Assets Extractor

Although the game version is the latest, there may be some older files in the game.After unpacking, there is no model, only texture files. These files contain static meshes without any dummy bones and the vertex structure is different. But I have no time and desire to deal with it at the moment. Yo...
by Bigchillghost
Sat Apr 10, 2021 9:07 am
Forum: 3D/2D models
Topic: Python script for opening models
Replies: 2
Views: 679

Re: Python script for opening models

I've seen that FIFA21 script for unpacking fifamod is made... I see that this .py script was for opening models This is exactly the kind of mindless thing you people always do. You just "see" something and you took it without showning any gratitude to the person who actually paid the work...
by Bigchillghost
Sat Apr 10, 2021 7:27 am
Forum: 3D/2D models
Topic: Custom .elu models in search of their UV's!
Replies: 10
Views: 1314

Re: Custom .elu models in search of their UV's!

I had this same error with the first attempt of the script, but anyways it exported the model, but with this model is just exporting the first two meshes (chest and legs) I see. This format treated everything as mesh objects including these "Bip" objects. Just realized that. Here's the up...
by Bigchillghost
Fri Apr 09, 2021 4:50 pm
Forum: 3D/2D models
Topic: Iron Man 2 (PS3 & Xbox 360) Tool Sets
Replies: 18
Views: 6654

Re: Iron Man 2 (PS3 & Xbox 360) Tool Sets

No it doesn't.
by Bigchillghost
Fri Apr 09, 2021 3:49 pm
Forum: 3D/2D models
Topic: Custom .elu models in search of their UV's!
Replies: 10
Views: 1314

Re: Custom .elu models in search of their UV's!

Bigchillghost!, in case of the katana.elu, meshCnt should be = 1, but how about the boneCnt? how to calculate it depending on the model? You know you don't have to mention my ID at the begining of almost every reply of yours, right? :D For katana_eSkatana.elu, there's no bones in the file so boneCn...
by Bigchillghost
Wed Apr 07, 2021 12:20 pm
Forum: 3D/2D models
Topic: Custom .elu models in search of their UV's!
Replies: 10
Views: 1314

Re: Custom .elu models in search of their UV's!

Well, not a fan of Blender so I did it with Noesis: # custom elu importer by Bigchillghost import rapi from inc_noesis import * def registerNoesisTypes(): handle = noesis.register("custom elu", ".elu;") noesis.setHandlerTypeCheck(handle, checkType) noesis.setHandlerLoadModel(hand...
by Bigchillghost
Sun Apr 04, 2021 5:17 pm
Forum: 3D/2D models
Topic: Hover mount! model with many submeshes
Replies: 13
Views: 1618

Re: Hover mount! model with many submeshes

Could you tell me how did you decide to put the number 44? :) As shown in the layout: 12 * 3 + 8 = 44. long polygonCount for i = 0 < polygonCount { long polygonVertexIndices[3] float polygonVertex1UVW[3] // 12 bytes float polygonVertex2UVW[3] // 12 bytes float polygonVertex3UVW[3] // 12 bytes long ...
by Bigchillghost
Sun Apr 04, 2021 4:59 pm
Forum: 3D/2D models
Topic: HELP Extracting .mod file
Replies: 4
Views: 1143

Re: HELP Extracting .mod file

BMS script for unpacking:
FIFA21_fifamod.zip
by Bigchillghost
Sun Apr 04, 2021 12:08 pm
Forum: 3D/2D models
Topic: Hover mount! model with many submeshes
Replies: 13
Views: 1618

Re: Hover mount! model with many submeshes

I was trying to divide it haha I've already said that you need to look for the required info in other files for proper submesh division. If you knew the polygon count of each submesh you can assign a material group to each of them, then you can split them by material groups in your 3D app if you'd ...
by Bigchillghost
Sun Apr 04, 2021 3:37 am
Forum: 3D/2D models
Topic: Hover mount! model with many submeshes
Replies: 13
Views: 1618

Re: Hover mount! model with many submeshes

moonpaladin wrote: Sat Apr 03, 2021 10:35 pma question about the AMR tool, is there be a way to export the model but in submeshes like hex2obj does?
If you mean stripping the mesh per 500 triangles, then no.
by Bigchillghost
Sat Apr 03, 2021 6:14 pm
Forum: 3D/2D models
Topic: Hover mount! model with many submeshes
Replies: 13
Views: 1618

Re: Hover mount! model with many submeshes

Bigchillghost, would you mind in explain a bit why you use those values in star vertices, face indices, and the count indices? I assume you have no question about the fact that the whole vertex data chunk begins at offset 8 and the whole index data chunk begins at offset 0x238AA4. For face indices,...