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by dropoff
Sat Nov 03, 2018 3:05 pm
Forum: 3D/2D models
Topic: London Racer: Destruction Madness *.CNT level files
Replies: 13
Views: 655

Re: London Racer: Destruction Madness *.CNT level files

I found program that can load that format aswell and with same result. What does that mean? The Flummery loads the Level.cnt, applies the offsets and the meshes are misplaced, though? btw: did you manage to compile the Flummery project? (I'm using Net 4.5, updating to Net 4.6 always broke some C# p...
by dropoff
Sat Nov 03, 2018 1:04 am
Forum: 3D/2D models
Topic: London Racer: Destruction Madness *.CNT level files
Replies: 13
Views: 655

Re: London Racer: Destruction Madness *.CNT level files

That noesis plugin is already in program by default you dont need to install it yes, I know. :D What I wanted to say is that I didn't find a plugin source (to patch it concerning the offsets). Anyways, <you> can try to fix the offsets manually for a handful of submeshes to see whether it works. For...
by dropoff
Sat Nov 03, 2018 12:06 am
Forum: 3D/2D models
Topic: London Racer: Destruction Madness *.CNT level files
Replies: 13
Views: 655

Re: London Racer: Destruction Madness *.CNT level files

here you go: http://forum.xentax.com/viewtopic.php?f=33&t=4582&p=81288&hilit=stainless#p81288 But I can't find a plugin handling .cnt files. As you can see from the thread you've linked in your opening post about the classiccoupe the offsets of submeshes are to be found in the cnt file. Not sure if...
by dropoff
Fri Nov 02, 2018 10:43 pm
Forum: 3D/2D models
Topic: London Racer: Destruction Madness *.CNT level files
Replies: 13
Views: 655

Re: London Racer: Destruction Madness *.CNT level files

which format did you choose from Noesis' format list? (Without a .cnt level file it's impossible to help you. If it's an internal format, it's not possible, too, imho.) Oh,sorry i forgot about examples,my bad :D Here is that level from pic https://mega.nz/#!QhMxlIpR!dU8Bt6T2YifgSfpRNbE-th4rgbyPfsIT...
by dropoff
Fri Nov 02, 2018 5:51 pm
Forum: 3D/2D models
Topic: London Racer: Destruction Madness *.CNT level files
Replies: 13
Views: 655

London Racer: Destruction Madness *.CNT level files

Hi all, i asked already about cnt files from that game in that thread: http://forum.xentax.com/viewtopic.php?f=16&t=17119 . And i figured that game is using similar to carmageddon mobile game engine (stainless engine) and even noesis have support for most of files from here. Noesis can open vehicle ...
by dropoff
Sun Oct 07, 2018 8:00 pm
Forum: 3D/2D models
Topic: demon's souls FLV file
Replies: 90
Views: 15255

Re: demon's souls FLV file

I can even load map models on correct coordinates now but need correct uvs
Image
by dropoff
Thu Oct 04, 2018 11:54 am
Forum: 3D/2D models
Topic: demon's souls FLV file
Replies: 90
Views: 15255

Re: demon's souls FLV file

Thanks,but its probably gonna take one eternity to import all map models with hex2obj. You didn't get the idea - it's not intended to use hex2obj for such; it's just a helper tool to get a clues. To understand the format . After having created ONE submesh of the format you usually start to write a ...
by dropoff
Thu Oct 04, 2018 6:00 am
Forum: 3D/2D models
Topic: demon's souls FLV file
Replies: 90
Views: 15255

Re: demon's souls FLV file

shakotay2 wrote:
dropoff wrote:there is no other way i know to extract map meshes.
m0000b0-flver.jpg
Thanks,but its probably gonna take one eternity to import all map models with hex2obj.
by dropoff
Tue Oct 02, 2018 11:02 pm
Forum: 3D/2D models
Topic: demon's souls FLV file
Replies: 90
Views: 15255

Re: demon's souls FLV file

Hi,its probably too naive to ask but could somebody please fix script or make new one for noesis for map models? They work but it only extract's lightmap uv's and i need actual uv's of model. Also material support would be cool too but uv's are main thing. Here is example map files: https://mega.nz/...
by dropoff
Fri Aug 31, 2018 3:55 am
Forum: 3D/2D models
Topic: Bloodborne
Replies: 343
Views: 61152

Re: Bloodborne

Has anyone been able to decompile the hks files? They are lua 5.1 files that control how animations are selected aka input-animation They also control how AI switch animation Hkx is animations by itself. You can import it with havok 2014 x64,read old posts here,it was explained already. Dude I said...
by dropoff
Tue Aug 14, 2018 4:12 am
Forum: 3D/2D models
Topic: Bloodborne
Replies: 343
Views: 61152

Re: Bloodborne

JohnHudeski wrote:Has anyone been able to decompile the hks files?
They are lua 5.1 files that control how animations are selected
aka input-animation

They also control how AI switch animation
Hkx is animations by itself. You can import it with havok 2014 x64,read old posts here,it was explained already.
by dropoff
Thu Aug 09, 2018 7:37 pm
Forum: 3D/2D models
Topic: Bloodborne
Replies: 343
Views: 61152

Re: Bloodborne

Hey, so I'm new here and this might annoy some, but I've downloaded the file in the OP and would appreciate if someone could set me up with the bloodborne files so I can extract the player mesh and some armour sets with rigging? I'm an artist working on a portfolio piece and would love to use the a...
by dropoff
Sun Jul 15, 2018 10:54 pm
Forum: 3D/2D models
Topic: GoW Models (PS4)
Replies: 59
Views: 10803

Re: GoW Models (PS4)

daemon1 wrote:i'm not working on this game. I just did some tests to check the formats.
Are you planning to finish your tool in future? Or you dont want to fully work with that game?
by dropoff
Sun Jul 01, 2018 12:56 am
Forum: Graphic file formats
Topic: Rocket League Textures [PS4]
Replies: 3
Views: 1216

Re: Rocket League Textures [PS4]

Anyone? I dont have any clue what to do with textures that always come out in tga format so i cant convert them with chrrox script properly. I have tried to convert it in different dds formats and then use script but closest result i was able to get is still bad,i showed it in previous post. Im most...