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Search found 1328 matches
- 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
please test it on other characters and upload samples of ones that don't work - Wed Aug 03, 2016 9:18 am
- Forum: 3D/2D models
- Topic: NFS 16
- Replies: 139
- Views: 47720
Re: NFS 16
here ya go
- 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
thanks to chrrox for the morton order unswizzle solution - 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
*script updated April 3, 2018*
*script updated April 3, 2018*
- 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...
- 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...
- 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 ...
- 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.
automate importing i would leave the igz file intact and just use simple addition to make up the difference.
- 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!
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.
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.
- 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...
- 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...
- 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...
- 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
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
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
- 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
here is the first submesh of elephant_adult.rxm2
- 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...