Important information: this site is currently scheduled to go offline indefinitely by December 1st 2023.
If you wish to donate to attempt the preservation of tools and software somewhere else before it goes down, check the GoFundMe
If you wish to donate to attempt the preservation of tools and software somewhere else before it goes down, check the GoFundMe
Search found 1031 matches
- 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...
- 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)
Use this script for Unity games.moonpaladin wrote: ↑Sun Apr 25, 2021 6:12 pmthe models are like this "jixiedilong_zuoqi.fbx.asset.u3dext"
- 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)
Same format. Just with a different compression. Here's the updated script.moonpaladin wrote: ↑Sun Apr 25, 2021 4:18 am Hello! anyone got an unpacker for png unit files for world of kings?!
- 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
I see no uexp nor ubulk files for most uassets in your screenshot. Did you unpack all the iguf files?
- 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...
- 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...
- 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...
- 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.
- 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...
- 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...
- 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 ...
- 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:
- 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 ...
- 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
If you mean stripping the mesh per 500 triangles, then no.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?
- 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,...
