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by Acewell
Fri Jul 29, 2016 5:46 pm
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

punisher_mesh_LOD0 with one stray triangle, easy fix though :D
000092_bin.png
0x84 - length of face indices data (divide by 2 to get face count)
0x2350 - number of vertices
by Acewell
Fri Jul 29, 2016 12:26 am
Forum: 3D/2D models
Topic: TimeSplitters 2 (xbox) xbr import
Replies: 23
Views: 8325

Re: TimeSplitters 2 (xbox) xbr import

you have to upload some non working samples, it may be as simple as adding a new condition to the script or you can always give Hex2obj a try :)
by Acewell
Wed Jul 27, 2016 2:35 am
Forum: 3D/2D models
Topic: 《Blade & Sword II》MMO MAXScripts need help (.paf .pmf )?
Replies: 9
Views: 3095

Re: 《Blade & Sword II》MMO MAXScripts need help (.paf .pmf )

what you're asking would require a format analysis and i'm afraid this
is beyond my experience, i can offer no more here than what i've already posted. :(
by Acewell
Tue Jul 26, 2016 4:41 pm
Forum: 3D/2D models
Topic: 《Blade & Sword II》MMO MAXScripts need help (.paf .pmf )?
Replies: 9
Views: 3095

Re: 《Blade & Sword II》MMO MAXScripts need help (.paf .pmf )

wdz_zhaixinglouank_001.pmf :D
wdz_zhaixinglouank_001_pmf.png
0x10 - number of vertices
0x14 - number of faces (multiply this by 3 to get actual number)
by Acewell
Mon Jul 25, 2016 4:06 pm
Forum: 3D/2D models
Topic: Battle Mages/Sign Of Darkness
Replies: 1
Views: 843

Re: Battle Mages/Sign Of Darkness

humantent1.gsm :D humantent1_gsm.png 0x20 - vertex block length (divide by vertex stride to get number of vertices) 0x24 - vertex block start address 0x30 - face indices length (divide by 2 to get number of faces) 0x34 - face indices start address edit and here is h2o file for first submesh of berze...
by Acewell
Mon Jul 25, 2016 3:30 pm
Forum: Game Archive
Topic: How to open/edit the files that extracted with quickBMS?
Replies: 3
Views: 3456

Re: How to open/edit the files that extracted with quickBMS?

modding is not my area but i believe this tool is designed to inject modified files back into the resource files
https://7daystodie.com/forums/showthrea ... -Extractor
by Acewell
Mon Jul 25, 2016 3:25 pm
Forum: 3D/2D models
Topic: Crossout extraction models(.pak)
Replies: 55
Views: 23464

Re: Crossout extraction models(.pak)

All you have to do is enter the numbers you see in the image then go to "File > SaveAs mesh" to save the mesh with UVs. Then you import the mesh into your favorite 3d software, you may need to flip the mesh normals so they point out and you might need to flip the UVs vertical or may even n...
by Acewell
Sun Jul 24, 2016 4:00 pm
Forum: 3D/2D models
Topic: Tron 2.0 DTX/LTB
Replies: 7
Views: 2495

Re: Tron 2.0 DTX/LTB

All of those new texture samples are dxt5 and work with the current script. all of your model samples except for BASE_GENERAL.LTB work with finale00's ZuOnline_ltb script here http://himeworks.com/redirect.php?type=noesis&name=ZuOnline_ltb i think BASE_GENERAL.LTB may be animation files or somet...
by Acewell
Sun Jul 24, 2016 1:15 pm
Forum: 3D/2D models
Topic: Crossout extraction models(.pak)
Replies: 55
Views: 23464

Re: Crossout extraction models(.pak)

experience with pattern recognition, but sometimes the offset are given to you and sometimes are not. when they are not you just have to trace where the patterns start and end. To find the vertex block start address i usually set the column width in the hex editor the same as the vertex stride and t...
by Acewell
Sun Jul 24, 2016 1:08 pm
Forum: Game Archive
Topic: How to open/edit the files that extracted with quickBMS?
Replies: 3
Views: 3456

Re: How to open/edit the files that extracted with quickBMS?

i know *.43 are models and *.tex are the textures and *.fsb are usually audio files and *.ani are likely animation files, i never really looked into most of the others. :D there is a Noesis script on this page by finale00 to open .43 models http://himeworks.com/noesis-plugins/ the textures could be ...
by Acewell
Sun Jul 24, 2016 12:12 pm
Forum: 3D/2D models
Topic: Crossout extraction models(.pak)
Replies: 55
Views: 23464

Re: Crossout extraction models(.pak)

here you go :D
engine_v8_epic.mdl-msh000.png
by Acewell
Sun Jul 24, 2016 11:15 am
Forum: 3D/2D models
Topic: 《Moonlight Blade online》 MMO model extract help .vfs .SFC
Replies: 8
Views: 5705

Re: 《Moonlight Blade online》 MMO model extract help .vfs .S

i don't know anything about this game and know very little about archive extractions, you have to get aluigi to update his scripts to support any format changes you run into. You will have better chance of getting this done by posting your concerns in this thread http://zenhax.com/viewtopic.php?f=9&...
by Acewell
Sat Jul 23, 2016 9:36 pm
Forum: Graphic file formats
Topic: Wolfenstein The Old Blood bimage convert
Replies: 19
Views: 6960

Re: Wolfenstein The Old Blood bimage convert

this is what i was expecting these images to look like :(
Image

as you can see, if you stretch the width by 200 percent and center one side, the image looks correct.
the copyright and registered symbols have a perfect circle around them
by Acewell
Sat Jul 23, 2016 3:31 pm
Forum: Graphic file formats
Topic: Wolfenstein The Old Blood bimage convert
Replies: 19
Views: 6960

Re: Wolfenstein The Old Blood bimage convert

Why should the image data be doubled? (size= 1179648 bytes) Do you have two pics instead of one? this is the best result i can get whether using these >> or just dividing by 2 http://www.mediafire.com/convkey/0d70/nvth7zeermdzgg9zg.jpg the image is doubled side by side, or is that how its supposed ...
by Acewell
Sat Jul 23, 2016 10:44 am
Forum: Graphic file formats
Topic: Wolfenstein The Old Blood bimage convert
Replies: 19
Views: 6960

Re: Wolfenstein The Old Blood bimage convert

arggg! as far as i got was dividing by 2 and i had to convert the float to int for that to work i give up on this one, i'm not a programmer and i just don't understand how to properly use these >> :cry: the result i got is an image 512x576 and the canvas size looks good but the image data is still d...