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by Beedy
Thu Sep 08, 2022 12:12 pm
Forum: 3D/2D models
Topic: EA NHL Renderware Animation skin (X360)
Replies: 10
Views: 765

Re: EA NHL Renderware Animation skin (X360)

There are also cba animation files in the game:
Could the bones be there:
https://imgur.com/T6OvuHk
https://app.box.com/s/6lh3ebqysnoo3qqdxd9k27tle6bwhc1w
by Beedy
Thu Sep 08, 2022 11:54 am
Forum: 3D/2D models
Topic: EA NHL Renderware Animation skin (X360)
Replies: 10
Views: 765

Re: EA NHL Renderware Animation skin (X360)

I found that crowd_fxo (female 0_4 is in crowd) files from fxo shaders folder which may be contains some interesting data:
shaders.zip
by Beedy
Thu Sep 08, 2022 11:44 am
Forum: 3D/2D models
Topic: EA NHL Renderware Animation skin (X360)
Replies: 10
Views: 765

Re: EA NHL Renderware Animation skin (X360)

Here's the original one: female_0_4.zip There are only render ware filetypes listed in 0x50 to 0x150 Vertex descriptor in 0x150 to 0x1A0 Vertex data header 0x1A0 to 0x1D4 Face data header 0x1A0 to 0x200 Animation skin 0x200 -> File list table 0x8dC to 0x9A0 I have explored all the file paths but non...
by Beedy
Thu Sep 08, 2022 11:10 am
Forum: 3D/2D models
Topic: EA NHL Renderware Animation skin (X360)
Replies: 10
Views: 765

Re: EA NHL Renderware Animation skin (X360)

@Beedy: rx2t: #modified test file female_0_4 not real rx2 file What did you modify? I removed some header data before but nothing for the data buffers. I thought the data is easier to read this way. I edited datatypes in the script before: Indices are UBYTE4 Weights are UBYTE4n (D3DDECLTYPE_UBYTE4N...
by Beedy
Thu Sep 08, 2022 8:30 am
Forum: 3D/2D models
Topic: EA NHL Renderware Animation skin (X360)
Replies: 10
Views: 765

Re: EA NHL Renderware Animation skin (X360)

You can try this: 1. Decomposite bind pose matrices to position, scale, rotation. 2. Create model, make bones by hierarchy ids from model file and transforms of bones getted on step one. 3. Attach model to scel and applying weights. Thank you! Do you have any Noesis examples for this? Here is simpl...
by Beedy
Wed Sep 07, 2022 1:41 pm
Forum: 3D/2D models
Topic: EA NHL Renderware Animation skin (X360)
Replies: 10
Views: 765

EA NHL Renderware Animation skin (X360)

Hi, I have been trying to figure out how to read bones in Noesis but I can't understand the logic. The file is skeleton bind pose animation skin which consists of pose translation values in 3x4 matrix. I found source for spore RWAnimationSkin which seems same but different endianness but is there an...
by Beedy
Tue Mar 16, 2021 1:27 pm
Forum: Code Talk
Topic: D3D9 HLSL compiled effect dumper now available
Replies: 2
Views: 6154

Re: D3D9 HLSL compiled effect dumper now available

Do you think it's possible to decompile Xbox 360 .fxo shaders (EA NHL). I tried to decompile NHL and command and conquer ( https://www.moddb.com/mods/chronoshaders ) fxo with fxdump, but nothing happened. Do you have example fx file which can be decompiled using fxdump? Fxo from NHL (X360) in attach...
by Beedy
Thu Dec 10, 2020 4:59 pm
Forum: Graphic file formats
Topic: NHL PS2 SSH files
Replies: 38
Views: 7172

Re: NHL PS2 SSH files

Upload a sample file. No one here can help without a file to see.
by Beedy
Wed May 27, 2020 11:35 pm
Forum: Graphic file formats
Topic: Need some help reversing Acewell's Noessis Plugin
Replies: 2
Views: 1450

Re: Need some help reversing Acewell's Noessis Plugin

You can use UnBundler/Bundler tools found in xbox360 SDK (neighborhood) to unpack/pack xpr resources. Drag xpr to unbundler and you got tga and rdf description file. Use bundler.exe and rdf file to make xpr from tga source -> ”bundler.exe test.rdf -o test.xpr”. There is no simple script to convert d...
by Beedy
Sun Apr 12, 2020 10:10 am
Forum: 3D/2D models
Topic: EA Renderware Rw4/Rx2 Vertex format Array
Replies: 3
Views: 1556

Re: EA Renderware Rw4/Rx2 Vertex format Array

With the Samples Content Exporter https://github.com/walbourn/contentexporter I managed to convert .fbx to xbox 360 format .xatg and .pmem. It compress normals to float16_4 by default in current version but maybe older version in xbox 360 sdk support dec3n. It no longer supports compressing normals ...
by Beedy
Mon Apr 06, 2020 1:04 pm
Forum: 3D/2D models
Topic: EA Renderware Rw4/Rx2 Vertex format Array
Replies: 3
Views: 1556

Re: EA Renderware Rw4/Rx2 Vertex format Array

I found the types from the file in this post. I see normals are stored in value 0x002A2187: #DEC3N https://forum.xentax.com/viewtopic.php?f=16&t=6392&start=555#p87737 fn Get_D3DDECLTYPE id= ( case id of ( 0x002C83A4: #FLOAT1 0x002C23A5: #FLOAT2 0x002A23B9: #FLOAT3 0x001A23A6: #FLOAT4 0x002C8...
by Beedy
Mon Apr 06, 2020 11:56 am
Forum: 3D/2D models
Topic: EA Renderware Rw4/Rx2 Vertex format Array
Replies: 3
Views: 1556

Re: EA Renderware Rw4/Rx2 Vertex format Array

I found more information in this post: https://forum.xentax.com/viewtopic.php?f=16&p=85953#p85953 Hi b0ny and great work... about weights order flag... some time ago I played with mariokart64n 3ds script. I remember FVF_TYPE was the key for managing weights order... copied from the script hoping...
by Beedy
Fri Apr 03, 2020 3:09 pm
Forum: 3D/2D models
Topic: EA Renderware Rw4/Rx2 Vertex format Array
Replies: 3
Views: 1556

EA Renderware Rw4/Rx2 Vertex format Array

I wonder if I could find help here to recognize a EA Xbox 360 renderware (rw4xb2 .rx2) vertex normals and color value types. EA's Simcity uses rw4 files and I can find out vertex array used there with simcitypak tool: https://i.imgur.com/rRRxROm.png https://i.imgur.com/f2xhWnc.png Rw4 vertexFormat h...
by Beedy
Thu Feb 27, 2020 9:24 pm
Forum: 3D/2D models
Topic: DEF JAM ICON (XBOX360/PS3) RX2 files / rpsgl
Replies: 12
Views: 3859

Re: DEF JAM ICON (XBOX360/PS3) RX2 files / rpsgl

I don't understand the def jam structure. I have the scripts for NHL and some FIFA games with rx2 extension the structure is more straightforward. In there the verts and faces are stored in a row for example first face part (part100_00010031 and part101_0002007_faceindex0) and first vertex part (par...
by Beedy
Thu Oct 10, 2019 1:09 pm
Forum: General game tools
Topic: Spotlight: Señor Casaroja's Noesis
Replies: 1830
Views: 596838

Re: Spotlight: Señor Casaroja's Noesis

Issue solved. I move mdl = rapi.rpgConstructModel(), mdl.setModelMaterials(NoeModelMaterials(TexList, MatList)), mdlList.append(mdl), rapi.rpgClearBufferBinds() and rapi.rpgReset() out of mesh loop. #Construct Model for i in range(0, meshCount): print(UVpos[i]) bs.seek(VInfo[i][0] + 32, NOESEEK_ABS)...