punisher_mesh_LOD0 with one stray triangle, easy fix though
0x2350 - number of vertices
0x84 - length of face indices data (divide by 2 to get face count)Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Search found 1328 matches
- Fri Jul 29, 2016 5:46 pm
- Forum: 3D/2D models
- Topic: Help 3d models Marvel super hero squad online
- Replies: 6
- Views: 2517
- 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
- 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.
is beyond my experience, i can offer no more here than what i've already posted.
- 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
0x14 - number of faces (multiply this by 3 to get actual number)
0x10 - number of vertices0x14 - number of faces (multiply this by 3 to get actual number)
- 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...
- 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
https://7daystodie.com/forums/showthrea ... -Extractor
- 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...
- 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...
- 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...
- 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 ...
- 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
- 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&...
- 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
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
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
- 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 ...
- 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...