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by Bigchillghost
Mon Aug 26, 2019 4:18 pm
Forum: 3D/2D models
Topic: [Help] GTArcade models?
Replies: 19
Views: 725

Re: [Help] GTArcade models?

shakotay2 wrote:
Mon Aug 26, 2019 1:10 pm
problem with faces - despite preceding DW counter being skipped
Looks OK to me.
uv.png
by Bigchillghost
Sun Aug 25, 2019 7:26 am
Forum: 3D/2D models
Topic: Netease Bigworld engine model (.visual .primitives .animations)
Replies: 28
Views: 1342

Re: Netease Bigworld engine model (.visual .primitives .animations)

723119159 wrote:
Sat Aug 24, 2019 6:04 pm
But....could you tell me what is obvious one?
It's programing of course. If you need only the skeleton, you may try with SkelBuilder. Or you can use Noesis python if you need also the skin info.
by Bigchillghost
Sun Aug 25, 2019 5:25 am
Forum: 3D/2D models
Topic: Frogger The Great Quest 3D Model Format
Replies: 9
Views: 227

Re: Frogger The Great Quest 3D Model Format

The Noesis python script for this file:
fmt_FroggerTheGreatQuest_TOC.zip
You'll find everything you need inside the code.
by Bigchillghost
Sun Aug 25, 2019 5:23 am
Forum: 3D/2D models
Topic: Frogger The Great Quest 3D Model Format
Replies: 9
Views: 227

Re: Frogger The Great Quest 3D Model Format

All objects loaded into Noesis:
allObjs.png
by Bigchillghost
Sat Aug 24, 2019 6:48 am
Forum: 3D/2D models
Topic: Netease Bigworld engine model (.visual .primitives .animations)
Replies: 28
Views: 1342

Re: Netease Bigworld engine model (.visual .primitives .animations)

723119159 wrote:
Sat Aug 24, 2019 5:54 am
so,no ways to export the bone?
There is an obvious one, just lack of interests though.
by Bigchillghost
Sat Aug 24, 2019 4:20 am
Forum: 3D/2D models
Topic: Netease Bigworld engine model (.visual .primitives .animations)
Replies: 28
Views: 1342

Re: Netease Bigworld engine model (.visual .primitives .animations)

Here's a param list file of 1001.primitives for AMR.
1001.primitives.zip
Place it along with 1001.primitives into the location of AMR and open it from the panel to access to all param sets of all meshes in 1001.primitives.
by Bigchillghost
Sat Aug 24, 2019 4:12 am
Forum: 3D/2D models
Topic: Netease Bigworld engine model (.visual .primitives .animations)
Replies: 28
Views: 1342

Re: Netease Bigworld engine model (.visual .primitives .animations)

@Bigchillghost Hello,and sorry to disturb you.Can you analyse the bigworld engine model?(World of tank,World of warships .etc)the bone is .visual The mesh format is simple, though normal vectors are encoded as vec2. The string "xyznuviiiwwtb" at offset 4 reveals the struct definition: float positio...
by Bigchillghost
Fri Aug 23, 2019 5:55 pm
Forum: General game tools
Topic: AMR - Mesh Format Research Helper
Replies: 2
Views: 517

Re: AMR - Mesh Format Research Helper

Detailed Explanation on the AMR User Interface Menu File https://i.imgur.com/cfi1KmA.png Open Entry to open the source data file of the model. Multi Sources Entry to open individual source files for different attributes. Export Exports mesh to FBX format with the given parameters. Export from List ...
by Bigchillghost
Mon Aug 19, 2019 1:39 pm
Forum: 3D/2D models
Topic: Frogger The Great Quest 3D Model Format
Replies: 9
Views: 227

Re: Frogger The Great Quest 3D Model Format

Wasn't sure about the FVFsize. So I looked for the vertex count at 0x20, which happened to be two times of yours.

It's interesting that the method I used to generate dummy indices for AMR also work with this case. Might consider adding similar features in the future.
frogger_amr.png
by Bigchillghost
Mon Aug 19, 2019 12:39 pm
Forum: 3D/2D models
Topic: Frogger The Great Quest 3D Model Format
Replies: 9
Views: 227

Re: Frogger The Great Quest 3D Model Format

frogger.png
by Bigchillghost
Mon Aug 19, 2019 7:27 am
Forum: General game tools
Topic: AMR - Mesh Format Research Helper
Replies: 2
Views: 517

AMR - Mesh Format Research Helper

1) Introduction Advanced Mesh Reaper, or AMR for short, is a tool I created when playing around with MFC. It's aimed to be a quick approach to obtain a couple of meshes with all basic attributes including positions, normal vectors, texture coordinates, and if necessary, to transform them to the tar...
by Bigchillghost
Mon Aug 19, 2019 5:51 am
Forum: Tutorials
Topic: Approaches of Parsing Bone Representations
Replies: 22
Views: 1606

Re: Approaches of Parsing Bone Representations

what i am doing is Matrix[3]*matrix[2]*matrix[1]*matrix[0] It should be matrix[0]*matrix[1]*matrix[2]*matrix[3] since it's row-major matrix. noe.png i dont know how important it is to understand this if noesis does this , but it bugs the hell out of me that i cant figure it out :D Theoretically to ...
by Bigchillghost
Sun Aug 18, 2019 2:59 pm
Forum: Tutorials
Topic: Approaches of Parsing Bone Representations
Replies: 22
Views: 1606

Re: Approaches of Parsing Bone Representations

the problem with this, is since you read the translation matrix with 3x3 matrix you get a 4x3 matrix, First of all, it's not a "translation matrix", but a translation "vector". Be careful using proper terms to avoid confusion. and you cant multiply 4x3 by 4x3 since num of columns on matrix1 should ...
by Bigchillghost
Sun Aug 18, 2019 2:32 am
Forum: Tutorials
Topic: Approaches of Parsing Bone Representations
Replies: 22
Views: 1606

Re: Approaches of Parsing Bone Representations

bones .setMatrix(bones .getMatrix().__mul__(bones[j].getMatrix())) could you please explain what it does? To multiply the node's local matrix with the one of its parent so as to obtain its world transformation. Technically you need to do it recursively for a node in a tree structure untill you reac...
by Bigchillghost
Sat Aug 10, 2019 4:44 am
Forum: 3D/2D models
Topic: Cyber Hunter Mesh Convertor(CyberConv)
Replies: 22
Views: 1629

Re: Cyber Hunter Mesh Convertor(CyberConv)

Ecelon wrote:
Sat Aug 10, 2019 2:33 am
so you can check em out if it helps.
I see. It's caused by the decryptor which didn't update the entries when they're unencrypted. Redownloading the decryptor should work.