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Search found 97 matches

by Surveyor
Mon Apr 12, 2010 9:52 pm
Forum: 3D/2D models
Topic: Onechancara Models: Can Someone Make Vertex Dumper
Replies: 46
Views: 13693

Re: Onechancara Models: Can Someone Make Vertex Dumper

Hi everyone, As Chrrox said, vertex positions relate to the bones and in a very bizzare manner, After hours of testing and out of desperation, I found a way to fix all this, by applying the most influesive matrix to each vertex (it turned out to be always the 1st matrix per vertex) vertices miraculo...
by Surveyor
Mon Apr 12, 2010 10:27 am
Forum: 3D/2D models
Topic: Ninja Gaiden 2 x360
Replies: 161
Views: 59220

Re: Ninja Gaiden 2 x360

Although supposedly Team Ninja's programmers are the best in the world at what they do at least according to Itagaki And who the hell is Itagaki?? Well there's something very unique in this ng2 engine (comapred with the current gen engines) is that instead of going bumpy on low res models (John Car...
by Surveyor
Sun Apr 11, 2010 9:21 am
Forum: 3D/2D models
Topic: Ninja Gaiden 2 x360
Replies: 161
Views: 59220

Re: Ninja Gaiden 2 x360

Hi, Would anyone know or can figure out, how to get the ng2 stuff out from the dlc packs? The fiend hayabusa you posted here contains 2 gmd files + some other data, the texture extractor works on both models but not the model converter as they changed the data base adress to something else. I'll hav...
by Surveyor
Sat Apr 10, 2010 3:21 pm
Forum: 3D/2D models
Topic: Onechancara Models: Can Someone Make Vertex Dumper
Replies: 46
Views: 13693

Re: Onechancara Models: Can Someone Make Vertex Dumper

Hi, mind if I join in? I've been working on the Oneechanbara files for some time now and still couldn't get past the deformation issue yet (pic below). But where there's life there's hope (or the other way around ??) so I'll continue digging. Texture coords look correct though I don't have the textu...
by Surveyor
Wed Feb 24, 2010 10:18 am
Forum: 3D/2D models
Topic: Ninja Gaiden 2 x360
Replies: 161
Views: 59220

Re: Ninja Gaiden 2 x360

i can't run the second program. for the ps3 files Tecmo Model Converter v1.05 Sigma.exe gives me a side by side configuration error. Yeah you are right... I recently switched to MS Visual Studio 2005, it seems that there are some fuzzy project settings inside this IDE, of course things work fine fo...
by Surveyor
Mon Feb 22, 2010 11:53 am
Forum: 3D/2D models
Topic: Ninja Gaiden 2 x360
Replies: 161
Views: 59220

Re: Ninja Gaiden 2 x360

Now here are the converters you've been all waiting for :) Off Topic: Okay this is getting ridiculous, I'm here on the forums for nearly 1 year, and still can't attach more than one file per post, so I'm obliged to write more than 1 post when I have more than 1 file to show (I don't know if it's me ...
by Surveyor
Mon Feb 22, 2010 11:51 am
Forum: 3D/2D models
Topic: Ninja Gaiden 2 x360
Replies: 161
Views: 59220

Re: Ninja Gaiden 2 x360

Hi, I did some experiments with the newly got PS3 files from ninja gaiden sigma, having in mind that those ps3 files would be much detailed as stated by the developer many times, but judjing by what I got, I'd say both versions are exactly the same (in terms of poly count) I was a little disapointed...
by Surveyor
Mon Feb 01, 2010 11:27 am
Forum: 3D/2D models
Topic: Ninja Gaiden 2 x360
Replies: 161
Views: 59220

Re: Ninja Gaiden 2 x360

Hi there, Well I spent nights and nights trying to figure out the skinning for Doax2/Ng2 only to find out that these models are far complicated, they make use of morphing extensively and bones are nowhere to be found. I did somehow manage to fix the models matrices so now the different body parts ar...
by Surveyor
Thu Jan 07, 2010 10:36 am
Forum: Game Archive
Topic: [PC] Devil May Cry 4
Replies: 320
Views: 124356

Re: [PC] Devil May Cry 4

What's that, you want more *happy thoughts*? Sure! Good thing you didn't ask for money. What's your Paypal? Don't worry, where I live Paypal doesn't exist anyway so the tools are free of charge! Do you think it can work, or have any information that can help getting them to work? Maybe by changing ...
by Surveyor
Thu Jan 07, 2010 10:31 am
Forum: 3D/2D models
Topic: Ninja Gaiden 2 x360
Replies: 161
Views: 59220

Re: Ninja Gaiden 2 x360

Hi there, I discovered that on the character models, there are some morph meshes that represent the different boidy parts in different situations, a very easy to understand example is the boobs, the different meshes shown below represent the different poses the boobs can take, these are the extremes...
by Surveyor
Mon Dec 28, 2009 10:06 pm
Forum: Game Archive
Topic: [PC] Devil May Cry 4
Replies: 320
Views: 124356

Re: [PC] Devil May Cry 4

Okay now here's as promised the dds2tex converter, this tool was made "à la va vite" so there's a limited set of functions inside: - mipmaps: only 1, not more - textures: normal textures only, by normal I mean not volume or cubemap just regular. - formats: DXT1, DXT3, DXT5, ARGB32, I think this woul...
by Surveyor
Mon Dec 28, 2009 10:03 pm
Forum: Game Archive
Topic: [PC] Devil May Cry 4
Replies: 320
Views: 124356

Re: [PC] Devil May Cry 4

Dude! Thanks! I'll send you some *Happy thoughts*. Send me money instead :) and btw, you have some nice stuff over there, I especialy liked the "Dante has too many swords!, An updated re-release" thing! I mean textures in the viewport / material This will require some additional maxscript knowledge...
by Surveyor
Wed Dec 23, 2009 11:42 am
Forum: Game Archive
Topic: [PC] Resident Evil 5
Replies: 104
Views: 55549

Re: [PC] Resident Evil 5

Is there a new upcoming release for the MOD2OBJ converter at all? with 100% fixed UV's? Hey, I thought UV coords were already 100% working, tell me which model poses the problem and I'll fix that! All the stuff I've highlighted are stuff I've tested ingame From what I understood (correct me if I'm ...
by Surveyor
Wed Dec 23, 2009 11:40 am
Forum: Game Archive
Topic: [PC] Devil May Cry 4
Replies: 320
Views: 124356

Re: [PC] Devil May Cry 4

how do i convert those pink normal maps to the tangent space normal maps with rgb channels. cuz rite now i only see single coloured normal maps. I m trying to use it in 3dsmax. I use them as they are, I just pass the correct bump map texture and they work fine, you can also set the max driver to us...
by Surveyor
Mon Dec 14, 2009 11:26 am
Forum: Game Archive
Topic: [PC] Resident Evil 5
Replies: 104
Views: 55549

Re: [PC] Resident Evil 5

Hi Sectus, Me too I've been messing with XFS and SDL files for some time now, I didn't test the variables in the game I just tried to interprete them. Did you actually test the vars in the game or are you only refering to the var names in the XFS header? The main difference between XFS and SDL files...