Search found 17 matches

by pox911
Sat Jan 16, 2021 9:13 am
Forum: Game Archive
Topic: Shin Sakura Taisen / Sakura Wars (PS4)
Replies: 15
Views: 2565

Re: Shin Sakura Taisen / Sakura Wars (PS4)

Thank you for creating the script! It certainly works with model files. Like the killercracker script, the character animation doesn't work properly, are there any plans to fix it? can you give some examples? Admittedly most of my animation testing was using the the mario olympics animations and on...
by pox911
Sat Jan 16, 2021 6:13 am
Forum: Game Archive
Topic: Shin Sakura Taisen / Sakura Wars (PS4)
Replies: 15
Views: 2565

Re: Shin Sakura Taisen / Sakura Wars (PS4)

Darko wrote:
Fri Jan 15, 2021 11:40 pm
And what about textures??
Image

they are in standard dds format
by pox911
Fri Jan 15, 2021 8:08 pm
Forum: Game Archive
Topic: Shin Sakura Taisen / Sakura Wars (PS4)
Replies: 15
Views: 2565

Re: Shin Sakura Taisen / Sakura Wars (PS4)

Image

A bit of a late reply but here is the script i've written so far. Even managed to get animations working for the most part. Code isnt perfect but it's worked well for me so far.

Github Link
by pox911
Thu Dec 31, 2020 12:29 am
Forum: 3D/2D models
Topic: Cyberpunk 2077 Noesis script
Replies: 49
Views: 21715

Re: Cyberpunk 2077 Noesis script

At least for the iguana, it seems that the weight to bone index is off by one? All the bones i select show a weight of the next one in line.

Image
by pox911
Wed Sep 09, 2020 1:06 am
Forum: Game Archive
Topic: Shin Sakura Taisen / Sakura Wars (PS4)
Replies: 15
Views: 2565

Re: Shin Sakura Taisen / Sakura Wars (PS4)

Image

I'm slowly making a blender script for the hedgehog engine. Mesh and UV are easy. I'm still looking into how the normals are stored. I also have enough info for getting weights but just need to work on the skeleton's bone positions.
by pox911
Mon Jul 29, 2019 4:22 am
Forum: 3D/2D models
Topic: Kill la Kill IF (Switch Demo)
Replies: 47
Views: 10143

Re: Kill la Kill IF (Switch Demo)

Only problem i've had with the PC version so far is that weight paints arent saving when exported from noesis but everything else is fine. I did make a very basic quick bms script to split the pacs. It doesn't properly handle the illumination textures but everything else seems to be fine. https://i....
by pox911
Sun Mar 17, 2019 8:02 am
Forum: 3D/2D models
Topic: Xenoblade Map Meshes
Replies: 5
Views: 760

Re: Xenoblade Map Meshes

I'm just wondering if another file has extra info pertaining to this one when it comes to how to tell which submesh goes to which block. There should be one about what materials go where. I just look forward to this being automated once enough info can be figured out.
by pox911
Fri Mar 15, 2019 7:52 pm
Forum: 3D/2D models
Topic: Xenoblade Map Meshes
Replies: 5
Views: 760

Re: Xenoblade Map Meshes

i kinda posted it in a bit of a hurry before work so that is partly my bad. The first 4 DWords are mesh table offset, mesh table length, face table offset, face table entries. Mesh table seems to be 0x20 bytes long with the first dword being the offset of the mesh table if it started at 0, so just a...
by pox911
Thu Mar 14, 2019 10:28 pm
Forum: 3D/2D models
Topic: Xenoblade Map Meshes
Replies: 5
Views: 760

Xenoblade Map Meshes

Is anyone still interested in xenoblade 2 maps? I'm poking around the files but could use some help. I haven't fully figured out the UVs and the chunk ordering. There is a chunk data for the vert info and chunks for the face info. How the two match together i'm not sure and have been manually pairin...
by pox911
Sun Feb 17, 2019 8:10 pm
Forum: Game Archive
Topic: God Eater 3
Replies: 9
Views: 4500

Re: God Eater 3

when using that tool, i got an error on the archive 0 near the end. About to test archive1

Image

edit: Archive 1 did the same thing 10038/11385 then it crashed with the header error
by pox911
Sun Feb 17, 2019 2:56 am
Forum: Game Archive
Topic: God Eater 3
Replies: 9
Views: 4500

Re: God Eater 3

hmm. you are right that they are using similar file setups. The quick bms script even starts to output the file structure. It does seem to get stuck and fail after a while though so the bms will need to be tweaked slightly
by pox911
Sat Feb 16, 2019 11:56 pm
Forum: Game Archive
Topic: God Eater 3
Replies: 9
Views: 4500

God Eater 3

GE3's files come in three parts; a pfs, pk, and pkh file. The PFS file holds all the file name strings and is separated into 3 chunks. The first chunk I haven't quite figured out but has less entries than the total string count but has a size of 0x18 bytes per entry. The second chunk is just a list ...
by pox911
Wed Aug 22, 2018 4:46 am
Forum: 3D/2D models
Topic: Monster Hunter World Textures
Replies: 7
Views: 3314

Re: Monster Hunter World Textures

Yeah, it seems to be an issue with the current chunk tool floating around. There are quite a few normal maps that have those null chunks in the middle. I'm hoping the next revision of the tool fixes it.
by pox911
Sat Aug 18, 2018 9:03 am
Forum: Graphic file formats
Topic: Monster Hunter World Textures
Replies: 1
Views: 1066

Re: Monster Hunter World Textures

Ive been using the rawtex program. Main problem ive had so far is that there isnt consistency with certain tex files. An example are the rmt files are sometimes bc1, or bc7, and sometimes neither of those work. Same for some of the color change tex files. Although it could be missing data as well si...
by pox911
Wed Aug 15, 2018 9:12 pm
Forum: Graphic file formats
Topic: Raw texture previewer/converter
Replies: 77
Views: 56155

Re: Raw texture previewer/converter

So it is. I had to use something else other than gimp to open it since bc7 exports didnt like gimp. Wonder if the color masks use something similar. edit: Seems that bc7 isnt what is used though on the _RMT textures for armor. Now that i know gimp isnt the best for preview on these, here's hoping th...