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Search found 1328 matches

by Acewell
Thu Aug 04, 2016 8:19 am
Forum: 3D/2D models
Topic: Help 3d models Marvel super hero squad online
Replies: 6
Views: 2517

Re: Help 3d models Marvel super hero squad online

i made a Noesis python script to open your bin model sample :D
fmt_MarvelSuperHeroSquadOnline_bin.zip
please test it on other characters and upload samples of ones that don't work :)
by Acewell
Wed Aug 03, 2016 9:18 am
Forum: 3D/2D models
Topic: NFS 16
Replies: 139
Views: 47720

Re: NFS 16

here ya go :D
nfs.zip
by Acewell
Wed Aug 03, 2016 5:11 am
Forum: Graphic file formats
Topic: help needed - tga - swizzle (tiling) - xbox
Replies: 1
Views: 1423

Re: help needed - tga - swizzle (tiling) - xbox

hi, this script will open your headerless swizzled Xbox tga texture :D
tex_ReturnToCastleWolfenstein_Xbox_tga.zip
thanks to chrrox for the morton order unswizzle solution :)
by Acewell
Wed Aug 03, 2016 4:27 am
Forum: 3D/2D models
Topic: Crossout extraction models(.pak)
Replies: 55
Views: 23464

Crossout (.mdl-msh000)

i made a Noesis python script to open your mdl-msh000 model samples :D
*script updated April 3, 2018*
fmt_Crossout_mdl-msh000.zip
by Acewell
Tue Aug 02, 2016 10:34 pm
Forum: 3D/2D models
Topic: 3D model format used by BabylonJS?
Replies: 19
Views: 4642

Re: 3D model format used by BabylonJS?

i made a Noesis python script to open your babylonbinarymeshdata model samples :D fmt_BabylonJS.zip it works with all of them, but controller.48_R_Thumsticktop.48_R_Thumsticktop.babylonbinarymeshdata was a special case and had a 40 byte footer so i added a condition just for that one so all could be...
by Acewell
Tue Aug 02, 2016 7:31 am
Forum: 3D/2D models
Topic: 3D model format used by BabylonJS?
Replies: 19
Views: 4642

Re: 3D model format used by BabylonJS?

the size of the UV block is vertices * 8 the UV block starts at 0xa1ec8 and ends at 0xd7e5f all data is accounted for unless i'm really bad at math :D vertex block 27635 * 12 = 331620 + normals block 27635 * 12 = 331620 + UV block 27635 * 8 = 221080 + face indices 106671 * 4 = 426684 + footer 20 byt...
by Acewell
Tue Aug 02, 2016 7:10 am
Forum: 3D/2D models
Topic: Marvel Ultimate Alliance 2 .DAT
Replies: 64
Views: 28629

Re: Marvel Ultimate Alliance 2 .DAT

.. but how did you get to the conclusion that the appropriate block size was 76 bytes? here is where i explained how i do this before :D http://forum.xentax.com/viewtopic.php?p=120284#p120284 Also RE saying that you could get the appropriate offset via addition: can you assume that every .igz file ...
by Acewell
Tue Aug 02, 2016 4:51 am
Forum: 3D/2D models
Topic: Marvel Ultimate Alliance 2 .DAT
Replies: 64
Views: 28629

Re: Marvel Ultimate Alliance 2 .DAT

right, those table offsets make sense when the igz is split into dat files, but if i was to make a script to
automate importing i would leave the igz file intact and just use simple addition to make up the difference. :)
by Acewell
Tue Aug 02, 2016 3:56 am
Forum: 3D/2D models
Topic: 3D model format used by BabylonJS?
Replies: 19
Views: 4642

Re: 3D model format used by BabylonJS?

nice, it looks like you're picking it up quickly! :D
yeah those unused bytes here are likely the normals but Hex2obj doesn't deal with
normals so we just skip that data and fix any messed up normals in your favorite 3d software. :)
by Acewell
Tue Aug 02, 2016 2:12 am
Forum: 3D/2D models
Topic: Marvel Ultimate Alliance 2 .DAT
Replies: 64
Views: 28629

Re: Marvel Ultimate Alliance 2 .DAT

nice to see you getting the hang of it! :D the face has holes because it is only 1 of 4 submeshes search for 00 00 01 00 02 00 to jump to the face indices start address of each submesh sequence assumes there is no room for other data within the vertex stride therefore the other data like normals and...
by Acewell
Tue Aug 02, 2016 1:21 am
Forum: 3D/2D models
Topic: Marvel Ultimate Alliance 2 .DAT
Replies: 64
Views: 28629

Re: Marvel Ultimate Alliance 2 .DAT

thanks for the samples guys! :D first submesh of BlackPanther 00000003.dat BlackPanther_00000003_dat.png it looks like the differences are the endianness, float UVs instead of half-float and the FVF size if someone was to make a plugin for these models it might be best to leave the igz file intact i...
by Acewell
Mon Aug 01, 2016 9:19 pm
Forum: 3D/2D models
Topic: 3D model format used by BabylonJS?
Replies: 19
Views: 4642

Re: 3D model format used by BabylonJS?

controller.64_Front_Case.64_Front_Case.babylonbinarymeshdata :D controller.64_Front_Case.64_Front_Case.babylonbinarymeshdata.png the only file info is in the 20 byte footer 0x140124 - number of vertices 0x14012c - number of faces to find the UV start address, multiply the number of vertices by 8 the...
by Acewell
Mon Aug 01, 2016 4:02 am
Forum: 3D/2D models
Topic: Marvel Ultimate Alliance 2 .DAT
Replies: 64
Views: 28629

Re: Marvel Ultimate Alliance 2 .DAT

Can you share this 1101.igz sample you're working with? We can tell you for sure what you need to do :D

edit
ah wait, are you working with the MUA PC version files?
http://zenhax.com/viewtopic.php?f=9&t=2830
i haven't looked at any of those yet, they might be different to the 360 files
by Acewell
Sun Jul 31, 2016 10:39 pm
Forum: Game Archive
Topic: Afrika PS3 Models (.RXM2)
Replies: 8
Views: 2890

Re: Afrika PS3 Models (.RXM2)

this thread might get more attention in the "3D/2D models" section :)

here is the first submesh of elephant_adult.rxm2 :D
elephant_adult_rxm2.png
by Acewell
Sun Jul 31, 2016 6:25 pm
Forum: 3D/2D models
Topic: AFP 3d models
Replies: 1
Views: 729

Re: Adobe Flash Player 3d models

first submesh h2o file for f_00012b :D 0x4723E 14739 Vb1 36 12 0x6D 8091 040000 0x0 255 *image removed by request and replaced with h2o contents* the vertices are Little Endian and the face indices are Big Endian i used 010 editor to swap the byte order of the face indices before opening with Hex2ob...