Important information: this site is currently scheduled to go offline indefinitely by end of the year.

Search found 20 matches

by Sleepy
Fri Jan 06, 2023 7:58 am
Forum: 3D/2D models
Topic: S.W.A.T. Target Liberty (*.dob) models.
Replies: 19
Views: 6029

Re: S.W.A.T. Target Liberty (*.dob) models.

Thank you, As I can see mdl is a kind of dob model without the magic of dob and the data is shortened from 34 to 18. About wob it has the path for texture.... hovewer they left the original path... C:\AssetServer\Projects\SWAT_PSP\Art_Exports\Props\Vehicles\Texture\forklift.tga by the way as I can s...
by Sleepy
Thu Jan 05, 2023 8:08 am
Forum: 3D/2D models
Topic: S.W.A.T. Target Liberty (*.dob) models.
Replies: 19
Views: 6029

Re: S.W.A.T. Target Liberty (*.dob) models.

Durik256 wrote: Thu Jan 05, 2023 2:20 am
Sleepy wrote: Tue Jan 03, 2023 2:18 pm dob/file
since you are using c#. i made a console application for dob to obj conversion. just drag and drop the file onto the exe. the source code is also in the archive.

*(I made changes on your github. I would do everything differently) :lol:
It is so cool :) thank you.
by Sleepy
Tue Jan 03, 2023 2:18 pm
Forum: 3D/2D models
Topic: S.W.A.T. Target Liberty (*.dob) models.
Replies: 19
Views: 6029

Re: S.W.A.T. Target Liberty (*.dob) models.

Dear all :) Github repo is updated. summarizes the change of the code: As shakotay2 advised: PSP_GAME folder check is added - if it can't find than program throws InvalidDataException("PSP_GAME Folder Does not exists"). Based on my re-search I've added support different type of models (01 ...
by Sleepy
Thu Jun 29, 2017 9:38 pm
Forum: 3D/2D models
Topic: S.W.A.T. Target Liberty (*.dob) models.
Replies: 19
Views: 6029

Re: S.W.A.T. Target Liberty (*.dob) models.

Nowadays I'm a bit busy. no problem. :) I had a deeper look at your project, introduced a vertex count and found that it was ok: 1136 (well, 1135 is better) (dunno why blender showed the wheels only in a point cloud :cry: ) I added/copypasted tristripped face indices (from hex2obj ) and realized a ...
by Sleepy
Thu Jun 29, 2017 12:58 pm
Forum: 3D/2D models
Topic: S.W.A.T. Target Liberty (*.dob) models.
Replies: 19
Views: 6029

Re: S.W.A.T. Target Liberty (*.dob) models.

Hi Sleepy, nice to see your progress. :) After drive selection your program expects the path "PSP_GAME" to be present. If not, nothing happens. (Maybe you should check for the folder to exist?) I created that folder, then copied swatvan.dob to it which could be loaded and exported to obj....
by Sleepy
Sat Jun 24, 2017 9:51 pm
Forum: 3D/2D models
Topic: S.W.A.T. Target Liberty (*.dob) models.
Replies: 19
Views: 6029

Re: S.W.A.T. Target Liberty (*.dob) models.

Hello all, For this project I opened a Github repo and uploaded the existing code. https://github.com/Sleepy93/swat-tl-editor Today I've updated the code with added 3D model exporting support. It's not the best so every help will be useful and I'll be really glad to get some help about it. For more ...
by Sleepy
Sun Oct 23, 2016 10:24 am
Forum: Game Archive
Topic: 斗战神-DZS (.vfs)
Replies: 2
Views: 2066

Re: 斗战神-DZS (.vfs)

Worked on a bit and now I know that it's using zlib for compression ;)

I have avatarinfo.xml decompressed :)
by Sleepy
Mon Aug 15, 2016 2:55 pm
Forum: 3D/2D models
Topic: S.W.A.T. Target Liberty (*.dob) models.
Replies: 19
Views: 6029

Re: S.W.A.T. Target Liberty (*.dob) models.

edit: I've updated hex2obj to version 0.24d to have those tristripped face indices autogenerated. Since it's scarcely tested find it in a subpost as of 12th of June in the Extracting simple models thread. Nice work with it ;) I tested it and worked well, there are same faces messed up but it's work...
by Sleepy
Fri Jan 08, 2016 9:58 am
Forum: 3D/2D models
Topic: S.W.A.T. Target Liberty (*.dob) models.
Replies: 19
Views: 6029

Re: S.W.A.T. Target Liberty (*.dob) models.

I just made a test with hr_nypd.dob model :)

Image

the vertex data started from: 490 and I used 8000 for count :D

update: right count for verts is: 8247
by Sleepy
Thu Jan 07, 2016 9:35 am
Forum: Game Archive
Topic: 斗战神-DZS (.vfs)
Replies: 2
Views: 2066

Re: 斗战神-DZS (.vfs)

0x2C - 4byte String table pointer in front of the filename it contains the lenght of filename with "/" :) for example: http://kepfeltoltes.hu/160107/a_www.kepfeltoltes.hu_.png 05 00 - 5 5C 64 61 74 61 - /data I hope it's useful. update: I made a tool for open the file and loaded the string...
by Sleepy
Wed Jan 06, 2016 9:53 pm
Forum: 3D/2D models
Topic: S.W.A.T. Target Liberty (*.dob) models.
Replies: 19
Views: 6029

Re: S.W.A.T. Target Liberty (*.dob) models.

No problem thanks for help :)

shakotay2 wrote:point cloud of swatvan looks like this: (don't have the time to care for face indices)
swatvan_dob.jpg
by Sleepy
Mon Jan 04, 2016 8:01 pm
Forum: Graphic file formats
Topic: S.W.A.T. Target Liberty (*.TEX) Textures
Replies: 8
Views: 3351

Re: S.W.A.T. Target Liberty (*.TEX) Textures

aaro4130 wrote:The palette is just RGB555 (weird they didn't use the last bit)
Image
Thank you very much. it worked perfectly ;) :D
by Sleepy
Thu Nov 19, 2015 10:18 pm
Forum: Game Archive
Topic: [REQ] Shadowrun 2007 (.toc/.Data)
Replies: 1
Views: 1054

Re: [REQ] Shadowrun 2007 (.toc/.Data)

Started to make an explorer tool for it.

By the way now we can open *.toc files and we can see the folders, file list in a tree view :)

work on the other stuffs soon :)

http://postimg.org/image/egdql10h3/
by Sleepy
Wed Nov 04, 2015 7:08 pm
Forum: 3D/2D models
Topic: S.W.A.T. Target Liberty (*.dob) models.
Replies: 19
Views: 6029

S.W.A.T. Target Liberty (*.dob) models.

Hello guys, About the game: develoled by 3G Studios and published by Sierra. Release date: October 26, 2007. Special thanks: CarLuver69, shakotay2, Nick W and of course for everybody in XeNTaX forum. As you know with CarLuver69, shakotay2, Nick W 's help we can export files from the game's archive, ...
by Sleepy
Tue Nov 03, 2015 2:48 pm
Forum: Graphic file formats
Topic: S.W.A.T. Target Liberty (*.TEX) Textures
Replies: 8
Views: 3351

Re: S.W.A.T. Target Liberty (*.TEX) Textures

shakotay2 wrote:so this was my nearest hit adding the original palette:
loadscreen_better.JPG
but to be honest: I don't know what the problem is...
Looks cool, could you continue trying to figure out it?
by the way thanks for your and Carluver's help too :D