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by Acewell
Thu Feb 18, 2016 9:26 pm
Forum: 3D/2D models
Topic: [Request] Transformers Prime the Game (WiiU)
Replies: 1
Views: 1155

Re: [Request] Transformers Prime the Game (WiiU)

first submesh in test1.geo
Image

h2o

Code: Select all

0x23FFC 5610
Vb1
40 32
0x318 3666
121000
0x0 255
:D
by Acewell
Thu Feb 18, 2016 9:03 pm
Forum: 3D/2D models
Topic: Any One Volunteering to make a tool/script for this format?
Replies: 37
Views: 10054

Re: WWF RAW Model Format Research(.FML)

last submesh (head) in 000H.FML, each submesh is clearly separated in the file http://www.mediafire.com/convkey/7c06/66slrac143dcbs1zg.jpg the test previews don't render backfaces but you can unify the normals in Blender after saving the mesh http://www.mediafire.com/convkey/65df/8cktlfgv279zmylzg.j...
by Acewell
Sun Feb 14, 2016 1:26 pm
Forum: 3D/2D models
Topic: [X360] Star Wars Battlefront III pre-alpha (*.rax)
Replies: 109
Views: 28950

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

edit
all fixed

edit
regarding shara, the file size (135 KB) is consistent with those having a full body mesh
by Acewell
Sun Feb 14, 2016 2:33 am
Forum: 3D/2D models
Topic: lumberyard skin
Replies: 5
Views: 1725

Re: lumberyard skin

Wobble wrote:That must be an external plugin because it doesn't come packaged with Noesis.
Where did you find it?
You can find it in the remnants of the official Noesis repository
https://code.google.com/archive/p/noesi ... ult/source

local copy
cryengine_cgf.zip
by Acewell
Sat Feb 13, 2016 8:18 am
Forum: 3D/2D models
Topic: Marvel Ultimate Alliance 2 .DAT
Replies: 64
Views: 28611

Re: Marvel Ultimate Alliance 2 .DAT

I don't think there is one, i just been playing around with the samples in this thread. :D
aluigi made a script for QuickBMS to extract dat files from the X360 pak archives
http://zenhax.com/viewtopic.php?p=2136#p2136
by Acewell
Sat Feb 13, 2016 6:26 am
Forum: 3D/2D models
Topic: lumberyard skin
Replies: 5
Views: 1725

Re: lumberyard skin

yeah just rename the extension from skin to cgf or chr and Noesis will open it if you have cryengine_cgf.dll in your plugins folder. :D
by Acewell
Fri Feb 12, 2016 3:50 pm
Forum: 3D/2D models
Topic: [X360] Star Wars Battlefront III pre-alpha (*.rax)
Replies: 109
Views: 28950

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

..my problem here is the plugin just completely refuses to work with the Ultimate Unwrap 3D SE (x86) when you select the assets\bf\tex_xb_v7\textures folder but if you have the location to stay as default like assets\bf\ob_xb_v184\characters\cutscene_models\x2_texbone_cloth the model loads just fin...
by Acewell
Fri Feb 12, 2016 3:26 am
Forum: Game specific tools
Topic: Old Disney games tool
Replies: 13
Views: 4887

Re: Old Disney games tool

http://zenhax.com/viewtopic.php?p=8666#p8666

aluigi made a QuickBMS script for 102 Dalmatians pkg

:D
by Acewell
Fri Feb 12, 2016 2:38 am
Forum: Tutorials
Topic: Extracting simple models
Replies: 505
Views: 319801

Re: Extracting simple models

sword360.png
h2o file for 00000003.dat

Code: Select all

0x934 268
Vb1
28 16
0x4 84
120100
0x0 255
:D
by Acewell
Thu Feb 11, 2016 11:48 am
Forum: Graphic file formats
Topic: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
Replies: 63
Views: 28022

Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)

JakeGreen wrote:

Code: Select all

Textures with 2.70mb
unknown(couldn't figure it out, but it's most likely 2048x2048)
these seem to work with the width and height at 1024x2048 or 2048x1024 in dxt5
by Acewell
Wed Feb 10, 2016 4:52 pm
Forum: 3D/2D models
Topic: Marvel Ultimate Alliance 2 .DAT
Replies: 64
Views: 28611

Re: Marvel Ultimate Alliance 2 .DAT

Its the same script, i just changed the setting for image type, width and height in the script for these textures and also renamed the texture extension from dat to x2t just so Noesis would recognize them from the script, but you are free to change anything in there to make it easier for you. :)
by Acewell
Tue Feb 09, 2016 2:45 am
Forum: Graphic file formats
Topic: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
Replies: 63
Views: 28022

Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)

Oh so you meant you weren't using proper file naming with his plugin and were expecting the textures to come out perfect automagically... thought you were talking about the python script at first. :D edit heres a list of all the texture sizes i see 5 kb = 9 kb = 17 kb = 25 kb = 33 kb = 49 kb = 65 kb...
by Acewell
Tue Feb 09, 2016 2:23 am
Forum: Graphic file formats
Topic: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
Replies: 63
Views: 28022

Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)

Textures from the Spoiled_Clone_Stormtrooper in his plugin by default they were super pixelated and really small but once i applied his method to the filename it came out perfect, texture name was 1f2e2f82.x2t Your settings were wrong, it came out perfect with this imgFmt = 1 #set image format 1 2 ...
by Acewell
Tue Feb 09, 2016 2:17 am
Forum: 3D/2D models
Topic: Marvel Ultimate Alliance 2 .DAT
Replies: 64
Views: 28611

Re: Marvel Ultimate Alliance 2 .DAT

To convert the textures i just used the SWBF3 script from here http://forum.xentax.com/viewtopic.php?p=115660#p115660 and adapted it to these textures. I removed all the zero padding at the beginning and end of the texture and to prepare it before opening in Noesis and used the file size to guess th...