Yeah I know, sorry about that. I was hoping someone could find a way to get the models with a bms script or some kind of program rather than having to do it manually.
That's some good work right there though. I appreciate it shakotay2.
Yeah I know, sorry about that. I was hoping someone could find a way to get the models with a bms script or some kind of program rather than having to do it manually.
Can you share a little bit more info on the format. Great work man!!!
I like to repeat:o0DemonBoy0o wrote:I was hoping someone could find a way to get the models with a bms script or some kind of program rather than having to do it manually.
Thx - (it would be great if I had a universal solution, though ).cra0 wrote:Can you share a little bit more info on the format. Great work man!!!
shakotay2 wrote:I like to repeat:o0DemonBoy0o wrote:I was hoping someone could find a way to get the models with a bms script or some kind of program rather than having to do it manually.
while it's often easy to do it for a single model it can be very time consuming to get a universal solution.
That's the reason why some coders (like me) bother creating a program.
An intermediate solution would be to let the user chose between params in the program.
(Means leaving some efforts to the user.)
But many user can't handle that - they just want the universal solution.
I'm working on a version that can handle your armors at least. But from armor6 on it's required
to use a damned param what I'm tired to acquire automatically:
Thx - (it would be great if I had a universal solution, though ).cra0 wrote:Can you share a little bit more info on the format. Great work man!!!
For wrench2.ps3 the format is very simple:
All values big endian!
DWORD verts start, DWORD face indices start (there: 3 uint16 f1,f2,f3)
From 0x80 (verts block start): 3 floats x,y,z vertices - 3 floats normals - 2 floats texture coords x,y
2 DWORDs to skip
edit: 045C is the vertices count
With blender 2.66 there is no such error. I can't fix this if you can't specify the error.cra0 wrote:I get an error importing the decompiled obj in 3ds max says invalid vert list.
The smoothing prob is present in blender, too. But I didn't change anything in the data. It's just presented as it is in the files:It opens in Noesis however the smoothing and faces are completely broken ;(
Nice to hear. Could you upload the two textures for the nefariousmobyload2.ps3, please?o0DemonBoy0o wrote:The model is actually easier to use without the UV overlap. The model uses two textures and it's easier for me to separate the mesh when the two uv maps are separate, but that may just be me.
Ah yeah that works I'm playing around with the format myself too see why its doing thatshakotay2 wrote:With blender 2.66 there is no such error. I can't fix this if you can't specify the error.cra0 wrote:I get an error importing the decompiled obj in 3ds max says invalid vert list.
The smoothing prob is present in blender, too. But I didn't change anything in the data. It's just presented as it is in the files:It opens in Noesis however the smoothing and faces are completely broken ;(
f 1 2 3
f 2 3 4
f 3 4 5
it may vary like this:
f 73 74 75
f 74 75 76
f 75 76 61
f 76 61 62
f 77 78 79
i.e. there's some kind of break in the continous face indices sequence
in the last three faces.
First I was thinking of tri strips but seems it's not.
edit: in Noesis you can simply press F4 (toggle face cull) and then File Export from preview
sureshakotay2 wrote:Nice to hear. Could you upload the two textures for the nefariousmobyload2.ps3, please?
btw: which 3D program do you use for displaying the objs?
Nice. Does it work with the engine.vram files?cra0 wrote: Ah yeah that works I'm playing around with the format myself too see why its doing that
btw parsed all the texture structures
yeah wad0.vram etc also workso0DemonBoy0o wrote:sureshakotay2 wrote:Nice to hear. Could you upload the two textures for the nefariousmobyload2.ps3, please?
btw: which 3D program do you use for displaying the objs?
For the picture above? I used noesis. I use it to make sure the models came out ok before editing them in 3ds max.
Also nefariousmobyload2 is actually supposed to be named just mobyload2 in case you didn't know. I had a few of them in a folder and i renamed them to tell them apart.
Nice. Does it work with the engine.vram files?cra0 wrote: Ah yeah that works I'm playing around with the format myself too see why its doing that
btw parsed all the texture structures
Thx!o0DemonBoy0o wrote:sureshakotay2 wrote:Nice to hear. Could you upload the two textures for the nefariousmobyload2.ps3, please?