Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Search found 22 matches
- Tue Mar 08, 2022 5:57 am
- Forum: 3D/2D models
- Topic: Bloodborne
- Replies: 482
- Views: 212388
Re: Bloodborne
Wow, your looks livelike than mine.I guess I used the other model package that diffrent from yours but I find it in "c2180.chrbnd" . But I'm quite curious about your textures name "AAT500_PCHair_n" , I found no texture named like this from melina's texture .tpf file.(For the tex...
- Mon Mar 07, 2022 6:57 am
- Forum: 3D/2D models
- Topic: Bloodborne
- Replies: 482
- Views: 212388
Re: Bloodborne
OH, how did you manage to import the extracted model into blender? Every time I try to import the .ascii mesh file it always warns me something like "Traceback...". I have no choice but to convert the ascii model in Noesis to another format like .gltf etc. Maybe that's why I can't find th...
- Sun Mar 06, 2022 7:48 pm
- Forum: 3D/2D models
- Topic: Bloodborne
- Replies: 482
- Views: 212388
Re: Bloodborne
https://cdn.discordapp.com/attachments/600799826770264074/949893513208815656/unknown.png I'm also noticing that the sleeve also has the wrong UV all together. There might be others but so far this is the only thing i've found so far that has a wrong uv. As for the hair UVs, there should be more tha...
- Sun Mar 06, 2022 11:18 am
- Forum: 3D/2D models
- Topic: How to export a model from Noesis to XNA/Blender
- Replies: 3
- Views: 4119
Re: How to export a model from Noesis to XNA/Blender
What is the current best way of converting or loading the ascii? There is a model or two that the UVs are odd in the smd and want to check them via the ascii since it says that file is the only one with the multiple UV pairs. edit: seems it loads fine in blender with the xna lara plugin if the plugi...
- Fri Oct 08, 2021 5:51 pm
- Forum: 3D/2D models
- Topic: Ripping Samus Dread (.pkg file)
- Replies: 108
- Views: 27074
Re: Ripping Samus Dread (.pkg file)
I worked a bit on samus returns a while back but stopped when i noticed someone else had already extracted meshes from it. I poked around dread files and the system is mostly the same but with some tweaks. Their engine does so many stupid things. I've poked around it mostly for the last few days and...
- Sat Jan 16, 2021 9:13 am
- Forum: Game Archive
- Topic: Shin Sakura Taisen / Sakura Wars (PS4)
- Replies: 14
- Views: 5908
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...
- Sat Jan 16, 2021 6:13 am
- Forum: Game Archive
- Topic: Shin Sakura Taisen / Sakura Wars (PS4)
- Replies: 14
- Views: 5908
- Fri Jan 15, 2021 8:08 pm
- Forum: Game Archive
- Topic: Shin Sakura Taisen / Sakura Wars (PS4)
- Replies: 14
- Views: 5908
Re: Shin Sakura Taisen / Sakura Wars (PS4)
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
- Thu Dec 31, 2020 12:29 am
- Forum: 3D/2D models
- Topic: Cyberpunk 2077 Noesis script
- Replies: 54
- Views: 44060
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.
- Wed Sep 09, 2020 1:06 am
- Forum: Game Archive
- Topic: Shin Sakura Taisen / Sakura Wars (PS4)
- Replies: 14
- Views: 5908
Re: Shin Sakura Taisen / Sakura Wars (PS4)
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.
- Mon Jul 29, 2019 4:22 am
- Forum: 3D/2D models
- Topic: Kill la Kill IF (Switch Demo)
- Replies: 52
- Views: 18791
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....
- Sun Mar 17, 2019 8:02 am
- Forum: 3D/2D models
- Topic: Xenoblade Map Meshes
- Replies: 5
- Views: 1341
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.
- Fri Mar 15, 2019 7:52 pm
- Forum: 3D/2D models
- Topic: Xenoblade Map Meshes
- Replies: 5
- Views: 1341
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...
- Thu Mar 14, 2019 10:28 pm
- Forum: 3D/2D models
- Topic: Xenoblade Map Meshes
- Replies: 5
- Views: 1341
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...
- Sun Feb 17, 2019 8:10 pm
- Forum: Game Archive
- Topic: God Eater 3
- Replies: 17
- Views: 11488
Re: God Eater 3
when using that tool, i got an error on the archive 0 near the end. About to test archive1
edit: Archive 1 did the same thing 10038/11385 then it crashed with the header error
edit: Archive 1 did the same thing 10038/11385 then it crashed with the header error