Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Search found 154 matches
- Thu Feb 16, 2012 3:04 pm
- Forum: 3D/2D models
- Topic: Onechanbara Z Kagura [still WIP]
- Replies: 47
- Views: 22151
Re: Onechanbara Z Kagura [still WIP]
anyone know what parameters you have to use to get the normal maps to look good when rendering in 3ds max? not matter what i change, when i apply the normal map and press render, i get some crap that looks like this: mmmm..i need to uprgrade my version of 3dsmax :(.........this type of rendering ef...
- Sun Feb 12, 2012 6:14 pm
- Forum: 3D/2D models
- Topic: Onechanbara Z Kagura [still WIP]
- Replies: 47
- Views: 22151
Re: Onechanbara Z Kagura [still WIP]
May be DC&DC Zero too, I'm not tested them yet - first I think about Oneechanbara VorteX: I had an idea to dump all characters, enemies et.c. for a long time (I already extracted all textures and all TGF!) but converter "don't like" some TGF files (like a Legion and Misery bosses) :( ...
- Sat Feb 11, 2012 11:49 am
- Forum: 3D/2D models
- Topic: Star Killer KaminoTwo Model GTO to OBJ Request
- Replies: 6
- Views: 2180
Re: Star Killer KaminoTwo Model GTO to OBJ Request
The contents of this post was deleted because of possible forum rules violation.
- Fri Feb 10, 2012 11:07 pm
- Forum: 3D/2D models
- Topic: Star Killer KaminoTwo Model GTO to OBJ Request
- Replies: 6
- Views: 2180
Re: Star Killer KaminoTwo Model GTO to OBJ Request
I have the .OBJ, But every time I load it into 3ds Max I get this error, "ERROR - invalid normal index" I have also made sure that my regional settings are all "." and not ",".. Any suggestions? I found this problem of normals with max obj even me. Probably because not...
- Thu Feb 02, 2012 7:42 pm
- Forum: 3D/2D models
- Topic: 3DS Max 2012 Compute Smooth Normals
- Replies: 7
- Views: 1835
Re: 3DS Max 2012 Compute Smooth Normals
By variations do you mean variations of crappy, half-ass implementations? Then yes, that's the one lol. lol ...i agree with u guys, actually collada doesn't let to modyfiy almost nothing in parameter settings, so the great work to "translate" the imput informations is assigned to the 3d s...
- Thu Feb 02, 2012 1:50 pm
- Forum: 3D/2D models
- Topic: 3DS Max 2012 Compute Smooth Normals
- Replies: 7
- Views: 1835
Re: 3DS Max 2012 Compute Smooth Normals
I think the best software to preserve smoothed vertex normals is Maya , which ahve more parameters about it, In 3ds max there are some methods as u said ,but they have to be well calibrated, to not effect so much the correct smooth of the mesh. I don't know any method to smooth the mesh in the impor...
- Tue Jan 31, 2012 6:10 pm
- Forum: 3D/2D models
- Topic: helpme YUKE.BMS SCRIPT
- Replies: 3
- Views: 2676
Re: helpme YUKE.BMS SCRIPT
Are you sure your game is supported by the maxscript? Chrrox said it works for 2011 models but other people were complaining about 2012 models not being loaded. I don't know if he updated it afterwards. And milkshape, don't know what their plugin imports. You seem to want 2012 models from your nume...
- Tue Jan 31, 2012 1:46 pm
- Forum: 3D/2D models
- Topic: helpme YUKE.BMS SCRIPT
- Replies: 3
- Views: 2676
Re: helpme YUKE.BMS SCRIPT
hello and I managed to extract the files and pac came out and pbe yobj but still can not open the textures and opening a model from a sample obj yobj milskahpe import it in 3d but nothing appears, then the only thing left for me is the Yuke . bms as consigohe seen that with this scrip successfully ...
- Mon Jan 30, 2012 1:17 pm
- Forum: 3D/2D models
- Topic: Ripping models from an NDS game?
- Replies: 3
- Views: 1486
Re: Ripping models from an NDS game?
So, I wanted to rip models off an NDS game, but the problem is that all the assets in the game in question are packed in some silly algorithm, and my only option so far is to use Desmume and some ripping tool. Neither OGLE nor 3DVia Printscreen works, and while HijackGL works, it only rips the vert...
- Sun Jan 29, 2012 1:31 pm
- Forum: 3D/2D models
- Topic: need Help view my topic please
- Replies: 3
- Views: 1539
Re: need Help view my topic please
THIS IS TO SOURCE CODE IN WHICH IS IN THE FIRST LINK DO I NEED TO SAY SOMETHING THAT YOBJ CODE BUT STILL PBE FILES AND LINKS DOES NOT SAY HOW TO OPEN THIS TYPE OF FILES AND I APPRECIATE YOU THAT I HAVE HELPED agradesco BUT WHAT I WANT IS YOU DIME Import only need to import I didn't read so much abo...
- Sat Jan 28, 2012 12:53 pm
- Forum: 3D/2D models
- Topic: need Help view my topic please
- Replies: 3
- Views: 1539
Re: need Help view my topic please
I hope u used the forum search button and u saw this tread before post again about extracting these models. http://forum.xentax.com/viewtopic.php?f=32&t=5503&p=57327&hilit=smackdown+vs+raw+2010#p57327 About the textures: http://caws.ws/forum/topic/391320-smackdown-vs-raw-texture-editing-...
- Sun Jan 22, 2012 1:45 am
- Forum: 3D/2D models
- Topic: Naruto Shippuden:Ultimate Ninja Storm 2
- Replies: 118
- Views: 43266
Re: Naruto Shippuden:Ultimate Ninja Storm 2
thanks I'll post here for any update! P.S.=I tryed to import your textured model in 3d studio max but it shows uvw problem that doesn't appear in Noesis...it's the same even if I try to open using milkshape. Try to rotate or mirror the texure with a graphics software or directly into your 3d applic...
- Wed Jan 18, 2012 4:26 pm
- Forum: 3D/2D models
- Topic: Naruto Shippuden:Ultimate Ninja Storm 2
- Replies: 118
- Views: 43266
Re: Naruto Shippuden:Ultimate Ninja Storm 2
I have to learn a lot too.
Thank u soo much for your clear explanation.
It was really useful for me. thanks again.
EDIT: I didn't know that noesis supports the .ndp3 files.
Thank u soo much for your clear explanation.
It was really useful for me. thanks again.
EDIT: I didn't know that noesis supports the .ndp3 files.
- Tue Jan 17, 2012 2:00 pm
- Forum: 3D/2D models
- Topic: Naruto Shippuden:Ultimate Ninja Storm 2
- Replies: 118
- Views: 43266
Re: Naruto Shippuden:Ultimate Ninja Storm 2
wow ..it's really amazing...i assembled ur obj model and it's really hig poly.
You figured out the vertex data and u convert them in a obj mesh using deep exploration. right?
You figured out the vertex data and u convert them in a obj mesh using deep exploration. right?
- Sat Jan 07, 2012 12:23 pm
- Forum: 3D/2D models
- Topic: JPCSP Model Ripping Guide
- Replies: 26
- Views: 17795
Re: JPCSP Model Ripping Guide
Aren't there methods to copy the UVs from one model to another? Assuming the two have identical model structures. Absolutely yes u can use a lot of 3d software to do it. One solution is to use milkshape or 3ds max with the Unwrap UVW command > edit > export/import map. Remember that the model must ...