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by Acewell
Fri Jun 24, 2016 2:23 am
Forum: 3D/2D models
Topic: Can someone help with this file format? .NSX
Replies: 6
Views: 2513

Re: Can someone help with this file format? .NSX

first submesh :D
FL_Narak.png
vert count is 16 bytes before vert start address
face count is 8 bytes before face indices start address
by Acewell
Wed Jun 22, 2016 5:02 am
Forum: 3D/2D models
Topic: Dragon Quest Builders format
Replies: 2
Views: 1712

Re: Dragon Quest Builders format

I ended up with a face count of 6114
UVs at address 0xa26ab
and a vertex count of 1619
:D
by Acewell
Wed Jun 22, 2016 4:54 am
Forum: 3D/2D models
Topic: CITYCONOMY Service for your City (*.lxo.model)
Replies: 7
Views: 2623

Re: CITYCONOMY Service for your City (*.lxo.model)

first submesh :D
man_tgl_lxo_model.png
go backward 8 bytes from each start address to see the face/UV/vertex count :D
by Acewell
Sun Jun 19, 2016 5:17 am
Forum: Graphic file formats
Topic: South Park Rally PC texture files
Replies: 14
Views: 5115

Re: South Park Rally PC texture files

Sorry man i have no clue what kind of image this is, it kind of looks like an archive of some sort. :(
4 bytes - BODY
4 bytes - data length
data
next sub header


since this is a PC game have you tried ripping the textures with Ninjaripper or something? :gulp:
by Acewell
Sun Jun 19, 2016 5:01 am
Forum: 3D/2D models
Topic: SpinTires MODELS (.XML)
Replies: 4
Views: 5134

Re: SpinTires MODELS (.XML)

Nothing, just a little time to understand it, Hex2obj is free for every one to use :D from that sample i posted before 0x0 - length of xml data 0x11a - num submeshes(?) 0x1B1 - num triangles (multiply by 3 to get face count) 0x1B9 - vertex count ive seen 3 different vertex strides in various samples...
by Acewell
Sun Jun 19, 2016 3:24 am
Forum: 3D/2D models
Topic: SpinTires MODELS (.XML)
Replies: 4
Views: 5134

Re: SpinTires MODELS (.XML)

wheels_7oqkocc3
wheels_7oqkocc3.png
:D
by Acewell
Sat Jun 18, 2016 8:09 pm
Forum: Graphic file formats
Topic: [MH4U] 3DS .tex files and MH3U WII U .tex files
Replies: 2
Views: 2500

Re: [MH4U] 3DS .tex files and MH3U WII U .tex files

looks like you aren't alone http://forum.xentax.com/viewtopic.php?f=18&t=13122&p=107983&hilit=Monster+Hunter#p107983 :D I've tried neosis script it doesn't work. do you mean the script here? http://forum.xentax.com/viewtopic.php?p=103731#p103731 edit: i see you already posted again here ...
by Acewell
Sat Jun 18, 2016 7:41 pm
Forum: Graphic file formats
Topic: South Park Rally PC texture files
Replies: 14
Views: 5115

Re: South Park Rally PC texture files

In the words of aluigi
No sample, no party
:D
by Acewell
Fri Jun 17, 2016 11:36 pm
Forum: 3D/2D models
Topic: Far Cry Instincts .xbg
Replies: 34
Views: 11622

Re: Far Cry Instincts .xbg

i added support for your non working diffuse texture samples. the normal map texture samples look morton swizzled but i still could not get correct image scale so i just commented out that in the script and is there if you want to play around with it to get it working right. i have no clue what form...
by Acewell
Tue Jun 14, 2016 11:24 pm
Forum: Compressed files and methods
Topic: bdae to 3ds model
Replies: 26
Views: 8477

Re: bdae to 3ds model

while you can extract the bdae file down to 3 files you gain nothing because the data is already uncompressed but you should extract it anyway so the offsets in the model file make sense. this is the first submesh of little_endian_quantized.bdae from your car_delivery.bdae sample http://www.mediafir...
by Acewell
Sun Jun 12, 2016 6:24 am
Forum: 3D/2D models
Topic: Frogger 3D .MAP
Replies: 22
Views: 7094

Re: Frogger 3D .MAP

i got a point cloud from your SUB1.map sample under the VRTX section :D
Image

i could not figure out the face indices though :(
by Acewell
Sun Jun 12, 2016 5:04 am
Forum: 3D/2D models
Topic: modern combat 5 .bre files (android&pc)
Replies: 20
Views: 4490

Re: modern combat 5 .bre files (android&pc)

0000000000000000.bre sample mesh header little-endian 0x18D0 - offset to vertex block start 0x18D8 - length of vertex block 0x1910 - vertex stride/FVF (first occurance) 0x48 = 72 dec 0x19D0 - vert count (add 1) 0x19D4 - face count 0x19E0 - offset to face indices start 0x19E8 - length of face indices...
by Acewell
Tue Jun 07, 2016 6:36 pm
Forum: 3D/2D models
Topic: Strife 3D Models
Replies: 13
Views: 4788

Re: Strife 3D Models

None of it is compiled, all the scripts in the attachment are readable python source. :D
by Acewell
Tue Jun 07, 2016 4:52 pm
Forum: 3D/2D models
Topic: Phantasy Star Online 2
Replies: 121
Views: 79024

Re: Phantasy Star Online 2

Sukone Tei wrote:where do you find the fmt_phantStarOnl2.py?
there is no script file by that name in this thread, the Noesis script is in the first post and it looks like you already have it.
some nonworking samples are needed if the script is to be updated by someone.
by Acewell
Sun Jun 05, 2016 7:36 pm
Forum: Graphic file formats
Topic: PSVita GXT PVTRC2 Problems
Replies: 10
Views: 4531

Re: PSVita Swizzling DDS Format (GXT Without Header)

I tried to get something out of your samples with an experimental Noesis script i made using the unswizzle part of mikulover39's gxt script posted here http://forum.xentax.com/viewtopic.php?f=16&t=14419&p=119216&hilit=gxt#p119216 i gave your samples a gxt extension, the text2_n sample lo...