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by ShinKun
Thu Aug 02, 2012 8:29 am
Forum: 3D/2D models
Topic: [PC] Sonic Heroes, Shadow The Hedgehog BSP,TXD
Replies: 28
Views: 8161

Re: [PC] Sonic Heroes, Shadow The Hedgehog BSP,TXD

I tried a program I found for Tony's Hawk Pro Shaker 3 that convert BSP to OBJ. THPS3 uses BSP version 11 as well as Sonic Heroes and Shadow. However, they don't work.

http://devilclanthps3.weebly.com/tools.html
by ShinKun
Wed Aug 01, 2012 6:25 am
Forum: 3D/2D models
Topic: [PC] Sonic Heroes, Shadow The Hedgehog BSP,TXD
Replies: 28
Views: 8161

[PC] Sonic Heroes, Shadow The Hedgehog BSP,TXD

Request : I'd request a script or import plugin to support Sonic Heroes' BSP format that would import into 3DS Max 2011 or later. Format : BSP Version 11, TXD. I believe the GC and PS2 version uses the same format type of BSP, DFF, and ONE. Game(s) Used In : Sonic Heroes, Shadow the Hedgehog, Tony ...
by ShinKun
Sun Dec 11, 2011 1:22 pm
Forum: Compressed files and methods
Topic: Sonic Generatiosn PC Lua files.
Replies: 2
Views: 1171

Sonic Generatiosn PC Lua files.

The contents of this post was deleted because of possible forum rules violation.
by ShinKun
Fri Nov 04, 2011 10:51 pm
Forum: Game specific tools
Topic: [PSP] Tales of the World: RM 1-3, arc extractor
Replies: 2
Views: 2686

Re: [PSP] Tales of the World: RM 1-3, arc extractor

Doesn't open. I try it and nothing opens.
by ShinKun
Mon Sep 26, 2011 5:56 am
Forum: Compressed files and methods
Topic: Disgaea/NIS's Script files
Replies: 0
Views: 964

Disgaea/NIS's Script files

http://dl.dropbox.com/u/32409323/Rips/scripts.7z I'm wondering if someone would be so kind as to make some type of extractor or convertor for these (mostly the "script.dat" ans scriptXX.dat in D2 DHD) to txt or readable format. I think someone made one before and and it look like lua, but ...
by ShinKun
Mon Sep 26, 2011 5:55 am
Forum: Game Archive
Topic: La Pucelle Tactic(PS2/ENG) and Ragnarok (PSP/JAP)
Replies: 23
Views: 8397

Re: La Pucelle Tactic(PS2/ENG) and Ragnarok (PSP/JAP)

You can use NISDecmp for LZS. and NISUnpack.jar for the Scriptpak.dat You'll need to install Java to use the NISunpack one. As for the script files in "Scriptpack.dat", you'll have to find someone to unpack the script files in Scriptpak.dat to txt or whatever. http://www.propl.nl/javaprogs...
by ShinKun
Sun Aug 14, 2011 1:32 am
Forum: 3D/2D models
Topic: Rusty Hearts
Replies: 34
Views: 9708

Re: Rusty Hearts

Some of these textures look like they need alpha channels.
by ShinKun
Wed Aug 10, 2011 9:11 pm
Forum: 3D/2D models
Topic: Sonic Generations .MODEL
Replies: 10
Views: 3908

Re: Sonic Generations .MODEL

So, I guess no one want to do it? Or is it because it's from the demo?
by ShinKun
Wed Aug 03, 2011 8:48 am
Forum: Game Archive
Topic: Megaman Powered-Up
Replies: 4
Views: 1527

Re: Megaman Powered-Up

It's 2D.5. 3D Objects, 2D Backgrounds. I noticed that the PTE file seems to be graphic files. I look at them ina tile editor and saw some images, but I think they are somewhat compressed. I noticed that the PTE file seems to be graphic files. I look at them ina tile editor and saw some images, but I...
by ShinKun
Wed Aug 03, 2011 4:01 am
Forum: Game Archive
Topic: Megaman Powered-Up
Replies: 4
Views: 1527

Re: Megaman Powered-Up

It's on PSP. What do you mean link to the game's info? Do you mean the .loc file?
by ShinKun
Wed Aug 03, 2011 2:54 am
Forum: Game Archive
Topic: Megaman Powered-Up
Replies: 4
Views: 1527

Megaman Powered-Up

"SPUMAPDT"
Wonder if someone wouldn't mind look at this.

http://dl.dropbox.com/u/32409323/Rips/MMPU.7z
by ShinKun
Mon Aug 01, 2011 2:41 am
Forum: 3D/2D models
Topic: Tales of VS .Chain/GMO
Replies: 13
Views: 2862

Re: Tales of VS .Chain/GMO

Just awesome, a part from some of the models missing, it's fine. That can be added in a 3D Editor. Would you mind adding a another support, if you can? .DAT ->.CAB -->.BIN -->.BLD http://dl.dropbox.com/u/32409323/Rips/TOPX_DAT_BIN_BLD/e001%281%29.7z The .dat has a FPS4 header, which FPS4Dumpe can du...
by ShinKun
Sun Jul 31, 2011 10:52 pm
Forum: 3D/2D models
Topic: Tales of VS .Chain/GMO
Replies: 13
Views: 2862

Re: Tales of VS .Chain/GMO

The offending meshes is tied to the same channels map as the some of the polygons on the model. If you export the with the bones, edit it in Max and try to remove the offending mesh, messes up the bones placement. So, would it be possible to add an option for it not to render mesh that has "ski...
by ShinKun
Sun Jul 31, 2011 4:42 am
Forum: 3D/2D models
Topic: Tales of VS .Chain/GMO
Replies: 13
Views: 2862

Re: Tales of VS .Chain/GMO

Awesome, I'll try that out right now.

I noticed a some of the gmo files crashes Noesis, like "c15_00_00_00000030.gmo" Sort it by size, and it's about 965kb.

So, it still exports with that nasty mesh.
http://dl.dropbox.com/u/32409323/Images ... esh001.png
by ShinKun
Sun Jul 31, 2011 2:08 am
Forum: 3D/2D models
Topic: Tales of VS .Chain/GMO
Replies: 13
Views: 2862

Re: Tales of VS .Chain/GMO

When I switch subtype models, it loads fine.

http://dl.dropbox.com/u/32409323/Images/Nos001.png

Yea, it's the bones. But, the mesh still needs to fix some how.

http://dl.dropbox.com/u/32409323/Images/MeshFail003.png