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Search found 1031 matches
- Sat Apr 03, 2021 2:18 pm
- Forum: 3D/2D models
- Topic: Hover mount! model with many submeshes
- Replies: 13
- Views: 1618
Re: Hover mount! model with many submeshes
Or these params for H2O:
- Sat Apr 03, 2021 2:00 pm
- Forum: 3D/2D models
- Topic: Hover mount! model with many submeshes
- Replies: 13
- Views: 1618
Re: Hover mount! model with many submeshes
Using AMR:
- Mon Mar 15, 2021 1:11 pm
- Forum: 3D/2D models
- Topic: Render Doc & Rpcs3 (Def Jam Icon) I need a help
- Replies: 10
- Views: 2630
Re: Render Doc & Rpcs3 (Def Jam Icon) I need a help
delete strings with "Restart" words, make correct numbers in VTX, and after blender plugin is work. But in model has many holes, and wrong gluing polygons... The "Restart" identifiers are used to mark the end of the triangle strip. Perhaps the plugin supports only normal triangl...
- Sat Mar 13, 2021 11:03 am
- Forum: 3D/2D models
- Topic: Help needed with Hex2Obj/MechWarrior 4
- Replies: 42
- Views: 6849
Re: Help needed with Hex2Obj/MechWarrior 4
I believe will provide potential reference for decryption. Yeah, for sure. [roll] The data is definitely compressed. Calculate the CRC32 of the corresponding "unencryptedERF" file and you'll find the result as a little-endian integer at offset 0xE in the "EncryptedERF" file. So ...
- Thu Mar 11, 2021 5:13 am
- Forum: 3D/2D models
- Topic: Help needed with Hex2Obj/MechWarrior 4
- Replies: 42
- Views: 6849
Re: Help needed with Hex2Obj/MechWarrior 4
The normals have a vertex count field (as a 4-byte integer) before the buffer, same as positions and uvs. So just search the count in the file and you should be able to locate to it.
- Wed Mar 10, 2021 5:01 pm
- Forum: 3D/2D models
- Topic: Help needed with Hex2Obj/MechWarrior 4
- Replies: 42
- Views: 6849
Re: Help needed with Hex2Obj/MechWarrior 4
First LOD:
- Wed Mar 10, 2021 6:17 am
- Forum: 3D/2D models
- Topic: F1 2020 To 3dsmax Fully Textured
- Replies: 7
- Views: 1364
Re: F1 2020 To 3dsmax Fully Textured
You need to use something called Blend material instead of Multi/Sub-Object material.
- Thu Feb 25, 2021 3:11 pm
- Forum: 3D/2D models
- Topic: Aquadelic *.ybo
- Replies: 7
- Views: 1318
Re: Aquadelic *.ybo
There're about 14 submeshes in this file. That's why the UVs look such heavily chaotic. As the header indicates, this is just a buffer object with limited info. The actual submesh info must be stored somewhere else, most possibly in another file, which the author of this thread probably failed to me...
- Thu Feb 25, 2021 1:23 pm
- Forum: 3D/2D models
- Topic: Lumberyard .Actor File
- Replies: 6
- Views: 1035
- Fri Feb 19, 2021 1:25 pm
- Forum: 3D/2D models
- Topic: Fahrenheit (Indigo Prophecy) 2005 EU PC - Research
- Replies: 25
- Views: 5283
Re: Fahrenheit (Indigo Prophecy) 2005 EU PC - Research
but sometime it without 2D 2D 2D 2D at the end, just store after faces end like on image The byte 0x2D (the char '-') is merely a character for padding when the data block is not aligned to 0x10 bytes. The count fields of the vertices/indices are usually stored before corresponding data blocks, if ...
- Wed Jan 27, 2021 5:10 pm
- Forum: 3D/2D models
- Topic: AssaultFire Upk Assets Extractor
- Replies: 35
- Views: 11822
- Sun Jan 24, 2021 12:59 pm
- Forum: 3D/2D models
- Topic: Reverse Model Wireframe
- Replies: 44
- Views: 18169
Re: Reverse Model Wireframe
It's not yet a tool. Everything is still experimental. And the research had been paused for a long time ever since that post was made. Though I shall return to it in the near future. Just a matter of time.
- Wed Jan 13, 2021 6:19 am
- Forum: 3D/2D models
- Topic: FIFA files extracting
- Replies: 29
- Views: 9787
Re: FIFA 20 fbmod unpacker + mesh/texture importer
do you think it would be possible to extract Battlefront 2 mod with this script ? I don't know. Never look into any samples from that game so no way to tell how different they're. But aren't there some existing tools that can do the job? I seem to have to seen that title a couple of times in this f...
- Wed Jan 13, 2021 6:03 am
- Forum: 3D/2D models
- Topic: Project Cars 2
- Replies: 23
- Views: 6210
Re: Project Cars 2
Unfortunately none of these samples I checked come with a valid top projection. Same circumstance might be applied to most of the meb files from PC3. So it seems pretty obvious that it's not meant to be handled in this way.
- Mon Jan 11, 2021 1:17 am
- Forum: 3D/2D models
- Topic: Project Cars 2
- Replies: 23
- Views: 6210
Re: Project Cars 2
Just an attempt to restore the X factor based on the overlapped top projection and use the UV to determine the sign. Also need to remap the factor to its original boundary since it uses a different scale.
