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Search found 22 matches

by pox911
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...
by pox911
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...
by pox911
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...
by pox911
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...
by pox911
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...
by pox911
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...
by pox911
Sat Jan 16, 2021 6:13 am
Forum: Game Archive
Topic: Shin Sakura Taisen / Sakura Wars (PS4)
Replies: 14
Views: 5908

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: 14
Views: 5908

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: 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.

Image
by pox911
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)

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: 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....
by pox911
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.
by pox911
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...
by pox911
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...
by pox911
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

Image

edit: Archive 1 did the same thing 10038/11385 then it crashed with the header error