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- Sun Aug 06, 2023 8:52 am
- Forum: 3D/2D models
- Topic: .mesh format similar to diablo immortal models
- Replies: 14
- Views: 951
Re: .mesh format similar to diablo immortal models
0x76 12468
Vb1
24 16
0x61DE 2603
020000
0x0 255
- Sun Aug 06, 2023 8:46 am
- Forum: 3D/2D models
- Topic: .mesh format similar to diablo immortal models
- Replies: 14
- Views: 951
Re: .mesh format similar to diablo immortal models
Thanks for that smaller sample, looks very "organic".
In the midst seems to be the uvs:
.
![Very Happy :D](images/smilies/[colon]D.gif)
In the midst seems to be the uvs:
.
- Sat Aug 05, 2023 11:10 pm
- Forum: 3D/2D models
- Topic: .mesh format similar to diablo immortal models
- Replies: 14
- Views: 951
Re: .mesh format similar to diablo immortal models
For me it doesn't make much sense to use such complex meshes as a starting point. Don't you have simpler ones?
- Sat Aug 05, 2023 8:38 pm
- Forum: 3D/2D models
- Topic: .mesh format similar to diablo immortal models
- Replies: 14
- Views: 951
Re: .mesh format similar to diablo immortal models
I have no idea.
If it weren't for the point clouds:
.
If it weren't for the point clouds:
.
- Sat Aug 05, 2023 1:54 pm
- Forum: 3D/2D models
- Topic: Full análisis of fmlb
- Replies: 3
- Views: 376
Re: Full análisis of fmlb
Please I promise this is the last time all I need is the analysis and I will never ask for anything from fmlb again Well, that was really a good one! :D I mean, what do you need? We have this thread https://forum.xentax.com/viewtopic.php?t=25058 and when you use Durik's script as of Fri Feb 18, 202...
- Sat Aug 05, 2023 12:39 pm
- Forum: 3D/2D models
- Topic: Full análisis of fmlb
- Replies: 3
- Views: 376
- Sat Aug 05, 2023 12:33 pm
- Forum: 3D/2D models
- Topic: .tmd2 UV issues . need help!
- Replies: 5
- Views: 647
Re: .tmd2 UV issues . need help!
From what I can see the script sets the UV1BufferOfs to 48 for all submeshes for the sample I checked, but for the first submesh it's 40.
So replacing -8 by -16 (for the troublesome models only!) should do the trick.
.
First submesh only:
So replacing -8 by -16 (for the troublesome models only!) should do the trick.
.
First submesh only:
- Fri Aug 04, 2023 8:34 pm
- Forum: Tutorials
- Topic: Sanae3D - 3D format converter
- Replies: 19
- Views: 28974
Re: Sanae3D - 3D format converter
That's nearly 10 years ago that I had that folder:
The XNALara script for .xps contains class SanaeParser(object)
Maybe you can copy/paste it to use it with other scripts that require Sanae?
Plus I'm not the author of that script. Try here https://himeworks.com/noesis-plugins/
The XNALara script for .xps contains class SanaeParser(object)
Maybe you can copy/paste it to use it with other scripts that require Sanae?
- Thu Aug 03, 2023 4:24 pm
- Forum: 3D/2D models
- Topic: [HELP] Opening and converting .bdae files
- Replies: 4
- Views: 453
- Thu Aug 03, 2023 2:03 pm
- Forum: 3D/2D models
- Topic: [HELP] Opening and converting .bdae files
- Replies: 4
- Views: 453
Re: [HELP] Opening and converting .bdae files
You'll need to find out whether the files are compressed. If so search for ZSTD compression and/or a quickbms script.
Zsandard on github:
https://github.com/facebook/zstd
Zsandard on github:
https://github.com/facebook/zstd
- Wed Aug 02, 2023 5:06 pm
- Forum: 3D/2D models
- Topic: Help get Animation of Game "Kamen Rider Chou Climax Heroes" (PSP/Wii). [.mot format]
- Replies: 7
- Views: 479
- Wed Aug 02, 2023 3:31 pm
- Forum: 3D/2D models
- Topic: Help get Animation of Game "Kamen Rider Chou Climax Heroes" (PSP/Wii). [.mot format]
- Replies: 7
- Views: 479
Re: Help get Animation of Game "Kamen Rider Chou Climax Heroes" (PSP/Wii). [.mot format]
You'll need to give the .mot file a structure. That's also very time consuming.
Without knowing the bone count even more time consuming.
Search for head_00, arm_00. leg_00, etc in .gmo to get the skeleton first.
Without knowing the bone count even more time consuming.
Search for head_00, arm_00. leg_00, etc in .gmo to get the skeleton first.
- Mon Jul 31, 2023 1:53 pm
- Forum: 3D/2D models
- Topic: (.skm) Skeletal mesh
- Replies: 16
- Views: 1458
Re: (.skm) Skeletal mesh
Hello shakotay2! I have encountered a model that seems a bit different because I have tried to find the correct values to show the uv but still cannot, .. 0x4544 40 Hello, hello, I can't feel the pain but there must be some. :eek: Size of the uv block is not 40 but 28. It's plain to see when you lo...
- Mon Jul 31, 2023 11:24 am
- Forum: 3D/2D models
- Topic: (Ghostbusters: The Game) Infernal Engine - animation (.ani)
- Replies: 2
- Views: 916
Re: (Ghostbusters: The Game) Infernal Engine - animation (.ani)
Apart from the fact that this thread is deadly dead :D nothing will happen as long as there's no skeleton. There's hundreds of threads where animations only are requested without any answer. WHY is this so hard to understand that you'll need the skeleton first? :eek: In the .ani I found this only: ....
- Sun Jul 30, 2023 12:12 am
- Forum: 3D/2D models
- Topic: Ridge Racer Unbounded (PC) .vhcl
- Replies: 12
- Views: 2084