first submesh
face count is 8 bytes before face indices start address
vert count is 16 bytes before vert start addressImportant information: this site is currently scheduled to go offline indefinitely by end of the year.
Search found 1328 matches
- Fri Jun 24, 2016 2:23 am
- Forum: 3D/2D models
- Topic: Can someone help with this file format? .NSX
- Replies: 6
- Views: 2513
- 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
UVs at address 0xa26ab
and a vertex count of 1619
- 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
go backward 8 bytes from each start address to see the face/UV/vertex count - 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?
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?
- 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...
- 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
- 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 ...
- 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
- 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...
- 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...
- 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
i could not figure out the face indices though
i could not figure out the face indices though
- 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...
- 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.
- 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
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.Sukone Tei wrote:where do you find the fmt_phantStarOnl2.py?
some nonworking samples are needed if the script is to be updated by someone.
- 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...