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- Mon Jan 17, 2022 4:26 pm
- Forum: 3D/2D models
- Topic: [XBOX] Crimson Sea XKMD
- Replies: 26
- Views: 3980
- Mon Jan 17, 2022 2:43 am
- Forum: 3D/2D models
- Topic: ADF Files (Custom Engine)
- Replies: 6
- Views: 1883
Re: ADF Files (Custom Engine)
Those are per-face texcoords, meaning that there're (faceCount * 3) UV coordinates. Also there seems to be 2 UV channels so you might need to check the second one as well.
- Sun Jan 16, 2022 4:22 pm
- Forum: 3D/2D models
- Topic: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)
- Replies: 140
- Views: 45219
Re: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)
I'm tired of emphasizing this over and over: do NOT quote at length the entire post in your reply! You're obligated to keep your posts organized & clean and not ruin the mood of those who have been pursuing to do so. :D Now as for your concerns, the unencrypted manifest file existed only in v2....
- Sat Jan 15, 2022 8:57 am
- Forum: 3D/2D models
- Topic: ADF Files (Custom Engine)
- Replies: 6
- Views: 1883
Re: ADF Files (Custom Engine)
Use the following BMS script to decompress the file.
- Fri Jan 14, 2022 4:47 pm
- Forum: 3D/2D models
- Topic: ADF Files (Custom Engine)
- Replies: 6
- Views: 1883
Re: ADF Files (Custom Engine)
Data is compressed. 1st submesh after decompressing the data:
- Thu Jan 13, 2022 12:46 pm
- Forum: 3D/2D models
- Topic: [XBOX] Crimson Sea XKMD
- Replies: 26
- Views: 3980
Re: [XBOX] Crimson Sea XKMD
I couldn't add the image in the edit, so please allow me to post more Which Windows OS are you using? I never expect to see such an old-style UI, not even on WinXP. :? It seems that we need a little more wisdom. The truth is, it's definitely gonna drive you crazy to load all the submeshes manually,...
- Wed Jan 12, 2022 2:25 pm
- Forum: 3D/2D models
- Topic: FGDK3 animations and bones (PS2)
- Replies: 67
- Views: 9042
Re: FGDK3 animations and bones (PS2)
Just noticed that there's a "multiplyBones" method in the Noesis API. Now it can be loaded correctly:

You can try export it to FBX/DAE/glTF etc. and see if Blender can import it without issues.

You can try export it to FBX/DAE/glTF etc. and see if Blender can import it without issues.
- Wed Jan 12, 2022 1:27 pm
- Forum: 3D/2D models
- Topic: [XBOX] Crimson Sea XKMD
- Replies: 26
- Views: 3980
Re: [XBOX] Crimson Sea XKMD
...so I stopped working on the format Well, I guess you can learn a lot if you managed to handle this format. :D Though I'm still struggling with the bone mapping but I'll just leave this script here and call it a day for now. (: fmt_CrimsonSea_xkmd.zip https://i.ibb.co/RDgb37W/xkmd.png Make sure t...
- Mon Jan 10, 2022 4:36 pm
- Forum: 3D/2D models
- Topic: [XBOX] Crimson Sea XKMD
- Replies: 26
- Views: 3980
Re: [XBOX] Crimson Sea XKMD
it's XBOX, so I guess use it's big endian. If I remember correctly, Xbox uses little-endian while Xbox360 uses big-endian. :roll: I'll summarize my questions from the data I was given...I don't know if anyone will be able to answer them, but that should be the focus of my own future investigations ...
- Mon Jan 10, 2022 3:42 pm
- Forum: 3D/2D models
- Topic: yingxiong 3d models samples
- Replies: 14
- Views: 2023
Re: yingxiong 3d models samples
well to be honest I don't know how to get that values The intention of that screenshot was for you to look into the binary file at the corresponding addresses, gain a sense of the corresponding vertex attribute data, and try to apply that intuition on other files. If the vertex stride is the same, ...
- Mon Jan 10, 2022 1:07 pm
- Forum: 3D/2D models
- Topic: yingxiong 3d models samples
- Replies: 14
- Views: 2023
Re: yingxiong 3d models samples
I have some doubts about these values (Blend Weights, Blend Indices and Mapping Bone Indices > Address), would you mind in clarify these a bit please? You need to be more specific. Also these skel files thrown error, or maybe I'm using wrong values :roll: . Well, transformation's type is float. z8a...
- Sun Jan 09, 2022 11:20 am
- Forum: 3D/2D models
- Topic: yingxiong 3d models samples
- Replies: 14
- Views: 2023
Re: yingxiong 3d models samples
Using ASH + AXE (accessory bones ignored):
- Fri Jan 07, 2022 5:02 pm
- Forum: 3D/2D models
- Topic: FGDK3 animations and bones (PS2)
- Replies: 67
- Views: 9042
Re: FGDK3 animations and bones (PS2)
Here's the ASCII version of the corrected FBX file (with rotations of "HotdogDummy" and "Jake" both set to [-90 0 -90]).
- Fri Jan 07, 2022 4:57 pm
- Forum: 3D/2D models
- Topic: FGDK3 animations and bones (PS2)
- Replies: 67
- Views: 9042
Re: FGDK3 animations and bones (PS2)
<r><QUOTE author="Dogmander" post_id="181143" time="1641499942" user_id="96205"><s>[quote=Dogmander post_id=181143 time=1641499942 user_id=96205]</s> How hard do you think it will be to solve this issue? <e>[/quote]</e></QUOTE> According to the raw rotation matrix of "HotdogDummy" (as row-major): <C...
- Thu Jan 06, 2022 3:12 pm
- Forum: 3D/2D models
- Topic: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)
- Replies: 140
- Views: 45219
Re: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)
OK so here's the thing: was attempting to check how textures correspond to the models in previous versions of the game where files still got their proper names. The only versions I managed to find were the China versions. Yet there doesn't seem to be any material files so just another dead end. Howe...
