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Search found 12 matches
- Wed May 31, 2023 12:06 pm
- Forum: Game specific tools
- Topic: [PS2] Jak 3 & Jak X: Combat Racing VAGWAD extractor
- Replies: 0
- Views: 402
[PS2] Jak 3 & Jak X: Combat Racing VAGWAD extractor
While extracting Jak & Daxter: The Precursor Legacy and Jak II: Renegade VAGWAD audio is fairly trivial, Jak 3 and Jak X: Combat Racing has custom compressed file table entries, and I couldn't find any other tool at the time of writing this that fully supported it. Below is a command line Python...
- Sun May 22, 2022 3:34 pm
- Forum: Graphic file formats
- Topic: Help with Simpsons Game (X360)
- Replies: 1
- Views: 1510
Re: Help with Simpsons Game (X360)
Here's a Noesis plugin that supports Xbox 360 .ITXDs.
https://github.com/EdnessP/scripts/blob ... _NewGen.py
https://github.com/EdnessP/scripts/blob ... _NewGen.py
- Sun May 22, 2022 3:33 pm
- Forum: Graphic file formats
- Topic: The Simpsons Game PS3 - txd files
- Replies: 6
- Views: 3564
Re: The Simpsons Game PS3 - txd files
(Sorry for the 3 year bump) [...] i wasn't 100% sure about type 0x2 but i only saw one of those in all your samples. :] I've seen texture format 0x2 in other RenderWare games, and depending on how it's stored, it can either have an accompanying palette with an 8-bit bitmap where the palette is store...
- Fri Apr 08, 2022 5:32 pm
- Forum: 3D/2D models
- Topic: [Noesis Help] Splitting one massive mesh into submeshes (Bully: Anniversary Edition)
- Replies: 6
- Views: 960
Re: [Noesis Help] Splitting one massive mesh into submeshes (Bully: Anniversary Edition)
Now looking at Joschka's script closer when I'm home, I can clearly see where I made the one mistake that prevented the whole thing from working :P I was multiplying the submesh faces amount by two originally which, well, means Noesis is expecting twice as many and failing! Fixed up a few other thin...
- Tue Apr 05, 2022 12:04 pm
- Forum: 3D/2D models
- Topic: [Noesis Help] Splitting one massive mesh into submeshes (Bully: Anniversary Edition)
- Replies: 6
- Views: 960
Re: [Noesis Help] Splitting one massive mesh into submeshes (Bully: Anniversary Edition)
Those "submeshes" of yours are the smoothing groups I believe 2. Splitting by texture usage is not the rght way - what if one of those separated meshies is using more than 1 texture? You will end up with hundreds of small fragments. No, the amount of groups in the many meshes I tested mat...
- Mon Apr 04, 2022 6:25 pm
- Forum: 3D/2D models
- Topic: [Noesis Help] Splitting one massive mesh into submeshes (Bully: Anniversary Edition)
- Replies: 6
- Views: 960
[Noesis Help] Splitting one massive mesh into submeshes (Bully: Anniversary Edition)
Hey there, I'm writing a Noesis texture + model plugin for Bully: Anniversary Edition, and I've encountered into a problem - most of the models in this game are one single massive mesh, and at the footer of each of those meshes is a list of where to divide the faces (e.g. from 0 apply to 2052 faces,...
- Tue Nov 09, 2021 12:43 am
- Forum: Audio file formats
- Topic: Conflict/The Great Escape .sch files
- Replies: 2
- Views: 2807
Re: Conflict/The Great Escape .sch files
While I already answered with this on the Discord server, I'll post here just in case as well. The problem here seems to just be the presence of IMUS and PFST sections. I made a QuickBMS script to strip those and only keep BANK/PFSM sections, which then works just fine with vgmstream. https://raw.gi...
- Wed Oct 02, 2019 12:53 pm
- Forum: 3D/2D models
- Topic: The Sims 2 PS2 3D Models
- Replies: 8
- Views: 2004
Re: The Sims 2 PS2 3D Models
Ah, I think I've finally figured it out :D (A bit broken still, but the general outline is clear, which I think I can probably solve that too) Seems like I was just looking at the wrong places before. Thank you shakotay for making hex2obj
- Tue Oct 01, 2019 3:15 pm
- Forum: 3D/2D models
- Topic: The Sims 2 PS2 3D Models
- Replies: 8
- Views: 2004
Re: The Sims 2 PS2 3D Models
Still not sure if I'm even on the right track, but I tried putting the whole file (unlock_lot v2 in this case) and seeing if I can find any sensible coordinates that aren't wildly all over the place, the few I did don't seem to be the right ones (or maybe they are?), so eh... Is my general line of t...
- Mon Sep 30, 2019 7:32 pm
- Forum: 3D/2D models
- Topic: The Sims 2 PS2 3D Models
- Replies: 8
- Views: 2004
Re: The Sims 2 PS2 3D Models
I think I've got the face indices set right, where? how? Alright, maybe I spoke too soon, I probably don't. Anyway, from what I understood, the face indices would have some form of vague pattern of kinda incrementing values separated with a 00 on either side, though (currently on unlock_lot v1), th...
- Mon Sep 30, 2019 6:16 pm
- Forum: 3D/2D models
- Topic: The Sims 2 PS2 3D Models
- Replies: 8
- Views: 2004
Re: The Sims 2 PS2 3D Models
what do those tuts tell about getting the face indices? Autocreation of faces is not recommended here (or it's just a matter of choosing the correct starting points for submeshes) I think I've got the face indices set right, though the other two steps kinda just confuse me, though maybe I'm just ba...
- Sun Sep 29, 2019 8:24 pm
- Forum: 3D/2D models
- Topic: The Sims 2 PS2 3D Models
- Replies: 8
- Views: 2004
The Sims 2 PS2 3D Models
I've been working on a project related to The Sims 2 for the PS2 for quite some time. Most of the stuff doing work with textures and sound and similar to that is already out of the way, all that's left are the 3D models that just baffle me. Either I am dumb/too tired or awful at reading and couldn't...