Important information: this site is currently scheduled to go offline indefinitely by end of the year.

(Xbox) Crimson Skies High Road to Revenge plane models (.x)

Post questions about game models here, or help out others!
User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 4291
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 1151 times
Been thanked: 2244 times

Re: (Xbox) Crimson Skies High Road to Revenge plane models (

Post by shakotay2 »

In the CrimsonSkies_Xbox_X.py script in [Noesis_folder]/plugins/python add the line like this:

Code: Select all

	rapi.rpgBindPositionBufferOfs(VertBuff, noesis.RPGEODATA_FLOAT, 32, 0)
	rapi.rpgBindUV1BufferOfs(VertBuff, noesis.RPGEODATA_SHORT, 32, 16)
	#rapi.rpgBindUV1BufferOfs(VertBuff, noesis.RPGEODATA_SHORT, 32, 20)
	#rapi.rpgBindUV2BufferOfs(VertBuff, noesis.RPGEODATA_SHORT, 32, 24)
	rapi.rpgCommitTriangles(TrisBuff, noesis.RPGEODATA_USHORT, numTris, noesis.RPGEO_TRIANGLE, 1)
Take care for the indents! Don't mix tabs and blanks!

(I generally don't upload scripts from other authors; I just offer patches.)
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
Mrblue630
beginner
Posts: 23
Joined: Sat Dec 01, 2018 6:15 am
Has thanked: 1 time

Re: (Xbox) Crimson Skies High Road to Revenge plane models (

Post by Mrblue630 »

Did that. What exactly should it change? It doesn't appear to show textures or uvs or anything. This is my screen:

Image

Should be placed here, right?

Image
Last edited by Mrblue630 on Tue Dec 04, 2018 7:12 am, edited 1 time in total.
Mrblue630
beginner
Posts: 23
Joined: Sat Dec 01, 2018 6:15 am
Has thanked: 1 time

Re: (Xbox) Crimson Skies High Road to Revenge plane models (

Post by Mrblue630 »

I got the UVS extracted in Nosesis, about to try with Blender.

EDIT:

I don't think this is working.

Image
Last edited by Mrblue630 on Tue Dec 04, 2018 7:10 am, edited 1 time in total.
User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 4291
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 1151 times
Been thanked: 2244 times

Re: (Xbox) Crimson Skies High Road to Revenge plane models (

Post by shakotay2 »

Mrblue630 wrote:It doesn't appear to show textures or uvs or anything.
Tested it with Devastator only and it work: viewtopic.php?f=16&t=17118&p=144462&hil ... B4#p144462

Other models might need different offsets, whatever.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
Mrblue630
beginner
Posts: 23
Joined: Sat Dec 01, 2018 6:15 am
Has thanked: 1 time

Re: (Xbox) Crimson Skies High Road to Revenge plane models (

Post by Mrblue630 »

I'm using Noesis only to extract the model and uvs, not hex2obj.
I'm trying to extract the cinematic HR Devastator.

I tried to use hex2obj on both devastator models and they only got the fuselage bit, not the cockpit or engine props or anything.

Is there any way to make noesis extract each submesh grouped under the main mesh or even individually so I can remove the landing gear and the weird ass thing jutting from the side of the devastator without manually having to delete it all in blender? Mind you, I tried that texture/submesh support thing for noesis that you suggested adding in the python in the last page, but it kept spewing out an error about the letter j or something.
User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 4291
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 1151 times
Been thanked: 2244 times

Re: (Xbox) Crimson Skies High Road to Revenge plane models (

Post by shakotay2 »

Mrblue630 wrote:I'm trying to extract the cinematic HR Devastator.
I have the AirplaneHR_Devastator.x only.
Is there any way to make noesis extract each submesh
Should be possible
without manually having to delete it all in blender?
dunno, what you tried exactly, so can't tell.
Mind you, I tried that texture/submesh support thing for noesis that you suggested adding in the python in the last page, but it kept spewing out an error about the letter j or something.
You need some basic understanding of Noesis python scripting; you'll need a loop which introduces the variable 'j' (or i, whatever)
for j in range(0, maxMatNumber):

(If maxMatNumber isn't defined by your script you might use 2, 3 or 4 in a first approach.)
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
Mrblue630
beginner
Posts: 23
Joined: Sat Dec 01, 2018 6:15 am
Has thanked: 1 time

Re: (Xbox) Crimson Skies High Road to Revenge plane models (

Post by Mrblue630 »

The airplanehr_devastator.x is the cinematic devastator.

How would you go about making it possible to extract submeshes in noesis?

The intention is to have the meshes in a hierachy: the main mesh (the fuselage) as the parent with the other stuff (rotors, the light fx submeshes, landing gear, etc.) sorted under it as a child. I'm happy to have it extract all submeshes individually/one-by-one though however if that's possible.
User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 4291
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 1151 times
Been thanked: 2244 times

Re: (Xbox) Crimson Skies High Road to Revenge plane models (

Post by shakotay2 »

Mrblue630 wrote:How would you go about making it possible to extract submeshes in noesis?
read here for example:
viewtopic.php?f=16&t=12070&p=99276&hili ... nge#p99276

I wouldn't do it in Noesis, though. Here I used simple "C":
viewtopic.php?f=16&t=17118&p=144446&hil ... ng#p144446
The intention is to have the meshes in a hierachy: the main mesh (the fuselage) as the parent with the other stuff (rotors, the light fx submeshes, landing gear, etc.) sorted under it as a child. I'm happy to have it extract all submeshes individually/one-by-one though however if that's possible.
yeah, you need to expand the script then, lots of work with this hierarchy:

Detected file type: Crimson Skies (Xbox)
MeshName Model_Root
Obj : AirplaneHR_Devastator numMeshes 0 numChildsInObj 5
Obj : AirplaneHR_Devastator_dmg0 numMeshes 0 numChildsInObj 28
Obj : rocket_launcher numMeshes 0 numChildsInObj 14
rocket_launcher.tga MaterialName

-------------------------------------
Abbreviations:
nM 1 nC 0: numMeshes 1 numChildsInObj 0
nCiO: numChildsInObj
pS: polySurface
-------------------------------------
4 numBlocks
0x252 VertBuff
6 numTris
0x2e5 TrisBuff
Obj : pPlane1 nM 1 nC 0
rocket_launcher.tga MatName
16 numBlocks
0x3a0 VertBuff
33 numTris
0x5b3 TrisBuff
Obj : pCylinder13 nM 1 nC 0
rocket_launcher.tga MatName
16 numBlocks
0x6ec VertBuff
33 numTris
0x8ff TrisBuff
Obj : pCylinder12 nM 1 nC 0
rocket_launcher.tga MatName
16 numBlocks
0xa38 VertBuff
33 numTris
0xc4b TrisBuff
Obj : pCylinder11 nM 1 nC 0
rocket_launcher.tga MatName
34 numBlocks
0xd84 VertBuff
84 numTris
0x11d7 TrisBuff
Obj : pCylinder10 nM 1 nC 0
rocket_launcher.tga MatName
24 numBlocks
0x137d VertBuff
36 numTris
0x1690 TrisBuff
Obj : pCube5 nM 1 nC 0
rocket_launcher.tga MatName
36 numBlocks
0x1812 VertBuff
60 numTris
0x1ca5 TrisBuff
Obj : pCylinder9 nM 1 nC 0
rocket_launcher.tga MatName
38 numBlocks
0x1e49 VertBuff
60 numTris
0x231c TrisBuff
Obj : pCube4 nM 1 nC 0
rocket_launcher.tga MatName
20 numBlocks
0x2504 VertBuff
30 numTris
0x2797 TrisBuff
Obj : pCube3 nM 1 nC 0
rocket_launcher.tga MatName
21 numBlocks
0x28b1 VertBuff
66 numTris
0x2b64 TrisBuff
Obj : pCylinder6 nM 1 nC 0
rocket_launcher.tga MatName
21 numBlocks
0x2d74 VertBuff
66 numTris
0x3027 TrisBuff
Obj : pCylinder5 nM 1 nC 0
Obj : pCylinder1 numMeshes 0 nCiO 2
Obj : pS1 numMeshes 0 nCiO 1
rocket_launcher.tga MatName
144 numBlocks
0x3301 VertBuff
390 numTris
0x4514 TrisBuff
Obj : pS5 nM 1 nC 0
Obj : pS2 numMeshes 0 nCiO 2
rocket_launcher.tga MatName
8 numBlocks
0x4b0d VertBuff
18 numTris
0x4c20 TrisBuff
Obj : pS3 nM 1 nC 0
rocket_launcher.tga MatName
8 numBlocks
0x4d02 VertBuff
18 numTris
0x4e15 TrisBuff
Obj : pS4 nM 1 nC 0
Obj : pCube2 numMeshes 0 nCiO 3
rocket_launcher.tga MatName
28 numBlocks
0x4f56 VertBuff
60 numTris
0x52e9 TrisBuff
Obj : pS6 nM 1 nC 0
Obj : pS7 numMeshes 0 nCiO 1
rocket_launcher.tga MatName
64 numBlocks
0x54f8 VertBuff
138 numTris
0x5d0b TrisBuff
Obj : pS9 nM 1 nC 0
rocket_launcher.tga MatName
28 numBlocks
0x5fa6 VertBuff
60 numTris
0x6339 TrisBuff
Obj : pS10 nM 1 nC 0
rocket_launcher.tga MatName
20 numBlocks
0x64e1 VertBuff
30 numTris
0x6774 TrisBuff
Obj : pCube1 nM 1 nC 0
Obj : landing_gear numMeshes 0 nCiO 3
Obj : WingL_land_gear numMeshes 0 nCiO 1
devastator_landgear.tga MatName
20 numBlocks
0x6964 VertBuff
48 numTris
0x6bf7 TrisBuff
Obj : WingL_strut_top nM 1 nC 0 2
devastator_landgear.tga MatName
14 numBlocks
0x6d36 VertBuff
36 numTris
0x6f09 TrisBuff
Obj : WingL_support nM 1 nC 0
devastator_landgear.tga MatName
14 numBlocks
0x7021 VertBuff
36 numTris
0x71f4 TrisBuff
Obj : WingL_strut_bottom nM 1 nC 0 1
devastator_landgear.tga MatName
44 numBlocks
0x730b VertBuff
108 numTris
0x789e TrisBuff
Obj : WingL_wheel_cover nM 1 nC 0 1
devastator_landgear.tga MatName
64 numBlocks
0x7ac3 VertBuff
228 numTris
0x82d6 TrisBuff
Obj : WingL_wheel nM 1 nC 0
Obj : WingR_land_gear numMeshes 0 nCiO 1
devastator_landgear.tga MatName
20 numBlocks
0x86d1 VertBuff
48 numTris
0x8964 TrisBuff
Obj : WingR_strut_top nM 1 nC 0 2
devastator_landgear.tga MatName
14 numBlocks
0x8aa1 VertBuff
36 numTris
0x8c74 TrisBuff
Obj : WingR_support nM 1 nC 0
devastator_landgear.tga MatName
14 numBlocks
0x8d8a VertBuff
36 numTris
0x8f5d TrisBuff
Obj : WingR_strut_bottom nM 1 nC 0 1
devastator_landgear.tga MatName
44 numBlocks
0x9072 VertBuff
108 numTris
0x9605 TrisBuff
Obj : WingR_wheel_cover nM 1 nC 0 1
devastator_landgear.tga MatName
64 numBlocks
0x981a VertBuff
228 numTris
0xa02d TrisBuff
Obj : WingR_wheel nM 1 nC 0
Obj : Nose_land_gear numMeshes 0 nCiO 1
devastator_landgear.tga MatName
20 numBlocks
0xa401 VertBuff
30 numTris
0xa694 TrisBuff
Obj : Nose_Base nM 1 nC 0 1
devastator_landgear.tga MatName
20 numBlocks
0xa7b6 VertBuff
48 numTris
0xaa49 TrisBuff
Obj : Nose_strut_top nM 1 nC 0 2
devastator_landgear.tga MatName
14 numBlocks
0xab85 VertBuff
36 numTris
0xad58 TrisBuff
Obj : Nose_support nM 1 nC 0
devastator_landgear.tga MatName
14 numBlocks
0xae6d VertBuff
36 numTris
0xb040 TrisBuff
Obj : Nose_strut_bottom nM 1 nC 0 1
devastator_landgear.tga MatName
44 numBlocks
0xb154 VertBuff
108 numTris
0xb6e7 TrisBuff
Obj : Nose_wheel_cover nM 1 nC 0 1
devastator_landgear.tga MatName
64 numBlocks
0xb8fb VertBuff
228 numTris
0xc10e TrisBuff
Obj : Nose_wheel nM 1 nC 0
devastator.tga MatName
Airplane_dmg_2.tga MatName
Airplane_dmg_3.tga MatName
devastator~n.tga MatName
20 numBlocks
0xc4b7 VertBuff
36 numTris
0xcb0c TrisBuff
Obj : aileron_r_1 nM 1 nC 0
devastator.tga MatName
Airplane_dmg_2.tga MatName
Airplane_dmg_3.tga MatName
devastator~n.tga MatName
20 numBlocks
0xcc93 VertBuff
36 numTris
0xd2e8 TrisBuff
Obj : aileron_l_1 nM 1 nC 0
devastator.tga MatName
Airplane_dmg_2.tga MatName
Airplane_dmg_3.tga MatName
devastator~n.tga MatName
38 numBlocks
0xd46c VertBuff
132 numTris
0xe061 TrisBuff
Obj : rudder_1 nM 1 nC 0
devastator.tga MatName
Airplane_dmg_2.tga MatName
Airplane_dmg_3.tga MatName
devastator~n.tga MatName
38 numBlocks
0xe2df VertBuff
132 numTris
0xeed4 TrisBuff
Obj : rudder_2 nM 1 nC 0
devastator.tga MatName
Airplane_dmg_2.tga MatName
Airplane_dmg_3.tga MatName
devastator~n.tga MatName
18 numBlocks
0xf156 VertBuff
36 numTris
0xf70b TrisBuff
Obj : elevator_r_1 nM 1 nC 0
devastator.tga MatName
Airplane_dmg_2.tga MatName
Airplane_dmg_3.tga MatName
devastator~n.tga MatName
18 numBlocks
0xf891 VertBuff
36 numTris
0xfe46 TrisBuff
Obj : elevator_l_1 nM 1 nC 0
Prop_devastator.tga MatName
117 numBlocks
0xff70 VertBuff
522 numTris
0x10e23 TrisBuff
Obj : prop_still_1 nM 1 nC 0
Prop_devastator.tga MatName
117 numBlocks
0x11577 VertBuff
522 numTris
0x1242a TrisBuff
Obj : prop_still_2 nM 1 nC 0
devastator.tga MatName
Airplane_dmg_2.tga MatName
Airplane_dmg_3.tga MatName
devastator~n.tga MatName
28 numBlocks
0x12bbb VertBuff
66 numTris
0x13490 TrisBuff
Obj : aileron_r_2 nM 1 nC 0
devastator.tga MatName
Airplane_dmg_2.tga MatName
Airplane_dmg_3.tga MatName
devastator~n.tga MatName
28 numBlocks
0x13653 VertBuff
66 numTris
0x13f28 TrisBuff
Obj : aileron_l_2 nM 1 nC 0
Prop_devastator.tga MatName
43 numBlocks
0x140a7 VertBuff
108 numTris
0x1461a TrisBuff
Obj : prop_fast_1 nM 1 nC 0
devastator.tga MatName
Airplane_dmg_2.tga MatName
Airplane_dmg_3.tga MatName
devastator~n.tga MatName
18 numBlocks
0x14972 VertBuff
48 numTris
0x14f27 TrisBuff
Obj : cowl_1 nM 1 nC 0
devastator.tga MatName
Airplane_dmg_2.tga MatName
Airplane_dmg_3.tga MatName
devastator~n.tga MatName
18 numBlocks
0x150a3 VertBuff
48 numTris
0x15658 TrisBuff
Obj : cowl_2 nM 1 nC 0
devastator.tga MatName
Airplane_dmg_2.tga MatName
Airplane_dmg_3.tga MatName
devastator~n.tga MatName
18 numBlocks
0x157d4 VertBuff
48 numTris
0x15d89 TrisBuff
Obj : cowl_3 nM 1 nC 0
devastator.tga MatName
Airplane_dmg_2.tga MatName
Airplane_dmg_3.tga MatName
devastator~n.tga MatName
18 numBlocks
0x15f05 VertBuff
48 numTris
0x164ba TrisBuff
Obj : cowl_4 nM 1 nC 0
devastator.tga MatName
Airplane_dmg_2.tga MatName
Airplane_dmg_3.tga MatName
devastator~n.tga MatName
18 numBlocks
0x16636 VertBuff
48 numTris
0x16beb TrisBuff
Obj : cowl_5 nM 1 nC 0
devastator.tga MatName
Airplane_dmg_2.tga MatName
Airplane_dmg_3.tga MatName
devastator~n.tga MatName
18 numBlocks
0x16d67 VertBuff
48 numTris
0x1731c TrisBuff
Obj : cowl_6 nM 1 nC 0
devastator.tga MatName
Airplane_dmg_2.tga MatName
Airplane_dmg_3.tga MatName
devastator~n.tga MatName
18 numBlocks
0x17498 VertBuff
48 numTris
0x17a4d TrisBuff
Obj : cowl_7 nM 1 nC 0
devastator.tga MatName
Airplane_dmg_2.tga MatName
Airplane_dmg_3.tga MatName
devastator~n.tga MatName
18 numBlocks
0x17bc9 VertBuff
48 numTris
0x1817e TrisBuff
Obj : cowl_8 nM 1 nC 0
devastator.tga MatName
Airplane_dmg_2.tga MatName
Airplane_dmg_3.tga MatName
devastator~n.tga MatName
12 numBlocks
0x182fc VertBuff
18 numTris
0x186d1 TrisBuff
Obj : flap_l_2 nM 1 nC 0
devastator.tga MatName
Airplane_dmg_2.tga MatName
Airplane_dmg_3.tga MatName
devastator~n.tga MatName
15 numBlocks
0x187f7 VertBuff
21 numTris
0x18cbc TrisBuff
Obj : flap_l_1 nM 1 nC 0
devastator.tga MatName
Airplane_dmg_2.tga MatName
Airplane_dmg_3.tga MatName
devastator~n.tga MatName
12 numBlocks
0x18df4 VertBuff
18 numTris
0x191c9 TrisBuff
Obj : flap_r_2 nM 1 nC 0
devastator.tga MatName
Airplane_dmg_2.tga MatName
Airplane_dmg_3.tga MatName
devastator~n.tga MatName
15 numBlocks
0x192ef VertBuff
21 numTris
0x197b4 TrisBuff
Obj : flap_r_1 nM 1 nC 0
Obj : hidden numMeshes 0 nCiO 26
4 numBlocks
0x198f3 VertBuff
6 numTris
0x19986 TrisBuff
Obj : wepC_1 nM 1 nC 0
4 numBlocks
0x19a24 VertBuff
6 numTris
0x19ab7 TrisBuff
Obj : wepC_2 nM 1 nC 0
4 numBlocks
0x19b58 VertBuff
6 numTris
0x19beb TrisBuff
Obj : collide_1 nM 1 nC 0
4 numBlocks
0x19c8c VertBuff
6 numTris
0x19d1f TrisBuff
Obj : collide_2 nM 1 nC 0
4 numBlocks
0x19dc0 VertBuff
6 numTris
0x19e53 TrisBuff
Obj : collide_3 nM 1 nC 0
4 numBlocks
0x19ef4 VertBuff
6 numTris
0x19f87 TrisBuff
Obj : collide_4 nM 1 nC 0
4 numBlocks
0x1a028 VertBuff
6 numTris
0x1a0bb TrisBuff
Obj : collide_5 nM 1 nC 0
4 numBlocks
0x1a15c VertBuff
6 numTris
0x1a1ef TrisBuff
Obj : wep_pri_1 nM 1 nC 0
4 numBlocks
0x1a290 VertBuff
6 numTris
0x1a323 TrisBuff
Obj : wep_pri_2 nM 1 nC 0
4 numBlocks
0x1a3c4 VertBuff
6 numTris
0x1a457 TrisBuff
Obj : wep_pri_3 nM 1 nC 0
4 numBlocks
0x1a4f8 VertBuff
6 numTris
0x1a58b TrisBuff
Obj : wep_pri_4 nM 1 nC 0
4 numBlocks
0x1a62a VertBuff
6 numTris
0x1a6bd TrisBuff
Obj : wep_sec nM 1 nC 0
4 numBlocks
0x1a75f VertBuff
6 numTris
0x1a7f2 TrisBuff
Obj : contrail_1 nM 1 nC 0
4 numBlocks
0x1a894 VertBuff
6 numTris
0x1a927 TrisBuff
Obj : contrail_2 nM 1 nC 0
4 numBlocks
0x1a9c9 VertBuff
6 numTris
0x1aa5c TrisBuff
Obj : contrail_3 nM 1 nC 0
4 numBlocks
0x1aafe VertBuff
6 numTris
0x1ab91 TrisBuff
Obj : contrail_4 nM 1 nC 0
4 numBlocks
0x1ac32 VertBuff
6 numTris
0x1acc5 TrisBuff
Obj : exhaust_1 nM 1 nC 0
4 numBlocks
0x1ad66 VertBuff
6 numTris
0x1adf9 TrisBuff
Obj : exhaust_2 nM 1 nC 0
4 numBlocks
0x1ae9a VertBuff
6 numTris
0x1af2d TrisBuff
Obj : exhaust_3 nM 1 nC 0
4 numBlocks
0x1afce VertBuff
6 numTris
0x1b061 TrisBuff
Obj : exhaust_4 nM 1 nC 0
4 numBlocks
0x1b102 VertBuff
6 numTris
0x1b195 TrisBuff
Obj : exhaust_5 nM 1 nC 0
4 numBlocks
0x1b236 VertBuff
6 numTris
0x1b2c9 TrisBuff
Obj : exhaust_6 nM 1 nC 0
4 numBlocks
0x1b36a VertBuff
6 numTris
0x1b3fd TrisBuff
Obj : exhaust_7 nM 1 nC 0
4 numBlocks
0x1b49e VertBuff
6 numTris
0x1b531 TrisBuff
Obj : exhaust_8 nM 1 nC 0
4 numBlocks
0x1b5d8 VertBuff
6 numTris
0x1b66b TrisBuff
Obj : fx1_strobe_red1 nM 1 nC 0
4 numBlocks
0x1b714 VertBuff
6 numTris
0x1b7a7 TrisBuff
Obj : fx2_strobe_green1 nM 1 nC 0
devastator.tga MatName
Airplane_dmg_2.tga MatName
Airplane_dmg_3.tga MatName
devastator~n.tga MatName
1104 numBlocks
0x1b89f VertBuff
4080 numTris
0x311b4 TrisBuff
devastator_spinner.tga MatName
65 numBlocks
0x34762 VertBuff
336 numTris
0x34f95 TrisBuff
devastatorHR.tga MatName
200 numBlocks
0x353a9 VertBuff
624 numTris
0x36cbc TrisBuff
70 numBlocks
0x374e3 VertBuff
102 numTris
0x37db6 TrisBuff
devastatorHR_Cage.tga MatName
971 numBlocks
0x37fc7 VertBuff
1722 numTris
0x3f93a TrisBuff
Devastator_cockpit.tga MatName
675 numBlocks
0x41364 VertBuff
1080 numTris
0x467d7 TrisBuff
Devastator_Seatback.tga MatName
SH_grime01.tga MatName
120 numBlocks
0x478c3 VertBuff
228 numTris
0x487d6 TrisBuff
aagun_player_flak.tga MatName
aagun_player_flak~a.tga MatName
204 numBlocks
0x48b75 VertBuff
336 numTris
0x4a508 TrisBuff
Obj : devastator numMeshes 8 nCiO 0
Prop_devastator.tga MatName
43 numBlocks
0x4aab7 VertBuff
108 numTris
0x4b02a TrisBuff
Obj : prop_fast_2 nM 1 nC 0
Obj : AirplaneHR_Devastator_dmg1 numMeshes 0 nCiO 1
4 numBlocks
0x4b3a7 VertBuff
6 numTris
0x4b43a TrisBuff
Obj : fx_enginefire2 nM 1 nC 0
Obj : AirplaneHR_Devastator_dmg2 numMeshes 0 nCiO 1
4 numBlocks
0x4b553 VertBuff
6 numTris
0x4b5e6 TrisBuff
Obj : fx_enginefire1 nM 1 nC 0
Obj : AirplaneHR_Devastator_dmg3 numMeshes 0 nCiO 3
4 numBlocks
0x4b6ff VertBuff
6 numTris
0x4b792 TrisBuff
Obj : fx_enginefire2 nM 1 nC 0
4 numBlocks
0x4b836 VertBuff
6 numTris
0x4b8c9 TrisBuff
Obj : fx_wingfire3 nM 1 nC 0
4 numBlocks
0x4b96f VertBuff
6 numTris
0x4ba02 TrisBuff
Obj : fx_enginefire3 nM 1 nC 0
Obj : AirplaneHR_Devastator_dmg4 numMeshes 0 nCiO 1
4 numBlocks
0x4bb1e VertBuff
6 numTris
0x4bbb1 TrisBuff
Obj : fx_plane_dev_dmg4 nM 1 nC 0
Last edited by shakotay2 on Wed Dec 05, 2018 5:51 pm, edited 1 time in total.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
Mrblue630
beginner
Posts: 23
Joined: Sat Dec 01, 2018 6:15 am
Has thanked: 1 time

Re: (Xbox) Crimson Skies High Road to Revenge plane models (

Post by Mrblue630 »

Sorry to say, TMI for me. Too much to take in, and I'm pretty horrible when it comes to scripting, C or otherwise. I've noticed you've already got the plane body w/ textures and uvs applied in Blender
shakotay2 wrote:And here's what I got for the body:
devastator-body.jpg
Do you think you could just send me that .blend / .dae/obj file? If so, that'd be amazing.
User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 4291
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 1151 times
Been thanked: 2244 times

Re: (Xbox) Crimson Skies High Road to Revenge plane models (

Post by shakotay2 »

here you go:
AirplaneHR_Devastatorout uvs16.zip
(scale uvs with 2.75)
You do not have the required permissions to view the files attached to this post.
Last edited by shakotay2 on Wed Dec 05, 2018 11:07 pm, edited 1 time in total.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
Mrblue630
beginner
Posts: 23
Joined: Sat Dec 01, 2018 6:15 am
Has thanked: 1 time

Re: (Xbox) Crimson Skies High Road to Revenge plane models (

Post by Mrblue630 »

UVs are broken.
This is what it looks like:
Image
User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 4291
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 1151 times
Been thanked: 2244 times

Re: (Xbox) Crimson Skies High Road to Revenge plane models (

Post by shakotay2 »

yeah, sorry, that was the second uv channel, or whatever.

I've updated the zip in my previous post.

Here's the blender file (picture/texture not included) which I created from the hex2obj outputs, iirc:
devastator-body.zip
You do not have the required permissions to view the files attached to this post.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
Mrblue630
beginner
Posts: 23
Joined: Sat Dec 01, 2018 6:15 am
Has thanked: 1 time

Re: (Xbox) Crimson Skies High Road to Revenge plane models (

Post by Mrblue630 »

Got it working, but I had to mess with a bunch of the UVS since they didn't fit properly for some reason. Cockpit and interior uvs are fucked since I had to reposition them, and they look ugly now but meh.
User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 4291
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 1151 times
Been thanked: 2244 times

Re: (Xbox) Crimson Skies High Road to Revenge plane models (

Post by shakotay2 »

All I hear from you are complaints.
So go your own way then.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
Mrblue630
beginner
Posts: 23
Joined: Sat Dec 01, 2018 6:15 am
Has thanked: 1 time

Re: (Xbox) Crimson Skies High Road to Revenge plane models (

Post by Mrblue630 »

Just saying I got it working at the cost of the uv issues. Thanks, I guess?
Post Reply