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by Karpati
Sun Dec 05, 2010 12:58 pm
Forum: 3D/2D models
Topic: Clive Barker's Jericho Sm3+Psx model files
Replies: 21
Views: 7951

Re: Clive Barker's Jericho Sm3+Psx model files

Thank you for your tip, but unfortunately it did not help me. The gobread.exe it runs only 32bit OS only. I have a Vista 64bit OS at home and I did try to run the gobread.exe under dosbox emulator, but it did not work correctly. I did find an other Quickbms script and I extracted the files with it c...
by Karpati
Fri Dec 03, 2010 9:24 pm
Forum: 3D/2D models
Topic: Clive Barker's Jericho Sm3+Psx model files
Replies: 21
Views: 7951

Re: Clive Barker's Jericho Sm3+Psx model files

You can download the converted file using the following link [url]http://kz_3d.tvn.hu/jericho_cole.sm3_to_obj.zip[/url] I installed the Clive_Barker_s_Jericho_demo_single.exe (PC) demo and I extracted the Data00.packed file (about 271 MB) with the Quickbms script. I googled into the .sm3 (and other)...
by Karpati
Thu Nov 25, 2010 7:40 am
Forum: 3D/2D models
Topic: EA Sports MMA .ast textures
Replies: 27
Views: 10706

Re: EA Sports MMA .ast textures

Tosyk wrote:How you converted the geometry? :?
I added a new loader module to the 3D Object C., but I did not released it yet.
(The vertex format definition is too horrible, so I must rewrite it)
by Karpati
Thu Nov 18, 2010 6:58 am
Forum: 3D/2D models
Topic: Viking Battle for Asgard models
Replies: 11
Views: 3157

Re: Viking Battle for Asgard models

Look at the player model, the 3rd and 4th submodel (segm part). The vertex size here is not 24, but 44. I know that... Why to divide UV by 8192? Where did you get that number? It stores the 'float' UV on the non float type (word/word ---> float). I checked out the UV datas by my Unwrap UV function ...
by Karpati
Wed Nov 17, 2010 9:34 pm
Forum: 3D/2D models
Topic: Viking Battle for Asgard models
Replies: 11
Views: 3157

Re: Viking Battle for Asgard models

In your converted models you add 1000 to the X coord for each vertex. Maybe that is the reason model of the player doesn't look right? And what about vt (vertex textures)? How do you calculate them? You have right, I used that temporally to separate the different submodels. How to get the UV-s (ver...
by Karpati
Wed Nov 17, 2010 7:08 pm
Forum: 3D/2D models
Topic: Viking Battle for Asgard models
Replies: 11
Views: 3157

Re: Viking Battle for Asgard models

Sending all the models I extracted from the game (9 Mb)... But I didn't find any textures, like at all! I'll get the image of the game tomorrow and will look harder. The player model that you've converted doesn't look like the player, you know. It should look like a man. Maybe there is some clue on...
by Karpati
Tue Nov 16, 2010 8:47 pm
Forum: 3D/2D models
Topic: EA Sports MMA .ast textures
Replies: 27
Views: 10706

Re: EA Sports MMA .ast textures

What's about the converted files ?
by Karpati
Tue Nov 16, 2010 7:50 pm
Forum: 3D/2D models
Topic: Viking Battle for Asgard models
Replies: 11
Views: 3157

Re: Viking Battle for Asgard models

Alek Sander wrote:A little update:
A vertex is described by 24 bytes, not by 18. (it's 0x18=24)
The vertex coords are 2 byte integers.
by Karpati
Tue Nov 16, 2010 7:47 pm
Forum: 3D/2D models
Topic: Viking Battle for Asgard models
Replies: 11
Views: 3157

Re: Viking Battle for Asgard models

Do you have the texture files for your sample files ?

Can you send me some other sample files to [email protected] ?
(I don't have this game and I would like to test my loader module with other files.)
by Karpati
Tue Nov 16, 2010 4:23 pm
Forum: 3D/2D models
Topic: Viking Battle for Asgard models
Replies: 11
Views: 3157

Re: Viking Battle for Asgard models

What's about the converted files ?
by Karpati
Mon Nov 15, 2010 8:07 pm
Forum: 3D/2D models
Topic: CASTLEVANIA LORDS OF SHADOW "HOW TO EXTRACT MESHES"?
Replies: 68
Views: 29814

Re: CASTLEVANIA LORDS OF SHADOW "HOW TO EXTRACT MESHES"?

I improved the Mercury Steam .sm3 loader module in the 3D Object Converter v4.430 I uploaded the converted (fully UV textured) Wavefront .obj/mtl files: http://www.kz_3d.tvn.hu/mercury_steam_2.zip You can update your installed application (version>=4.0) quickly and easily using the auto-update funct...
by Karpati
Mon Nov 15, 2010 7:54 pm
Forum: 3D/2D models
Topic: battlefield heroes
Replies: 10
Views: 3550

Re: battlefield heroes

vladozver,

Thank you for your sample file adn you report. I modified the .skinnedmesh loader module and I released the 3D Object Converter 4.430 update package now.

You must upgrade your version to the latest ones (v4.430) using the Help/Check for updates... function.
by Karpati
Mon Nov 08, 2010 8:44 pm
Forum: Game Archive
Topic: Avalon Heroes
Replies: 8
Views: 3662

Re: Avalon Heroes

In the last days I developed the new FREE internal export module called 'Tools/Export the material table's textures to .bmp files'. that supports the Avalon Heroes .tex format. See the Supported texture file formats: http://web.t-online.hu/karpo/features.html I released the 3D O. C. V4.429 update pa...
by Karpati
Mon Nov 08, 2010 8:41 pm
Forum: Game Archive
Topic: Silkroad .pk2 Files
Replies: 13
Views: 6624

Re: Silkroad .pk2 Files

In the last days I developed the new FREE internal export module called 'Tools/Export the material table's textures to .bmp files'. that supports the Silkroad .ddj format. See the Supported texture file formats: http://web.t-online.hu/karpo/features.html I released the 3D O. C. V4.429 update package...
by Karpati
Mon Nov 08, 2010 8:34 pm
Forum: Game Archive
Topic: aika online
Replies: 44
Views: 26623

Re: aika online

In the last days I developed the new FREE internal export module called 'Tools/Export the material table's textures to .bmp files'. that supports the Aika Online jit format. See the Supported texture file formats: http://web.t-online.hu/karpo/features.html I released the 3D O. C. V4.429 update packa...