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Re: TwelveSky 2 Model Format

Posted: Tue Aug 09, 2011 10:36 pm
by Rimbros
Amazing advance finale :D , its good see someone can keep out the models.

Re: TwelveSky 2 Model Format

Posted: Sat Sep 03, 2011 6:54 pm
by Rimbros
Anyone can make the blender or max script to load? This can be usefully 8D .

Re: TwelveSky 2 Model Format

Posted: Thu Sep 22, 2011 1:10 am
by Rimbros
I got this from hour good friend Credits Zskaradek

Quick importer [.mdl]:geometry,uv,weights,no bones
Please check it.
Press in text window alt+p and select mdl file.
If in the same folder :mdl and dds - script make autotexturing.
Work with models exctracted by Fatduck bms.

download/file.php?id=4685

Re: TwelveSky 2 Model Format

Posted: Thu Sep 22, 2011 2:03 am
by CriticalError
the attachment not exist :(

Re: TwelveSky 2 Model Format

Posted: Thu Sep 22, 2011 11:37 pm
by Rimbros
CriticalError wrote:
the attachment not exist :(
Atachment exist, but i test and the script doesnt work fail in one line.
If anyone can help to fix can be nice i think Zskara its very bussy now.

Image

Re: TwelveSky 2 Model Format

Posted: Thu Sep 22, 2011 11:53 pm
by CriticalError
well I try import them and it worked in 12sky 1 and 2.

Re: TwelveSky 2 Model Format

Posted: Fri Sep 23, 2011 12:27 am
by Rimbros
Fine i changue the phyton and blender version and works now.

Re: TwelveSky 2 Model Format

Posted: Thu Jan 05, 2012 7:08 am
by finale00
Someone was asking for a blender importer.

I tried writing a noesis plugin and it worked for the SOBJECT but the MOBJECT is completely different.

The attached file contains an unpacked MOBJECT.

First look at the 10 KB file and go to the end of the file. You'll find a couple shorts. In fact, you'll find 6 of them, because there are only 2 faces (it's a rectangle).

So that means there are 4 vertices.

Clearly there's 9000+ bytes of other stuff, which is probably determined by the other integer, but I don't see a pattern.

Re: TwelveSky 2 Model Format

Posted: Thu Jan 05, 2012 8:11 am
by Rimbros
finale00 wrote:Someone was asking for a blender importer.

I tried writing a noesis plugin and it worked for the SOBJECT but the MOBJECT is completely different.

The attached file contains an unpacked MOBJECT.

First look at the 10 KB file and go to the end of the file. You'll find a couple shorts. In fact, you'll find 6 of them, because there are only 2 faces (it's a rectangle).

So that means there are 4 vertices.

Clearly there's 9000+ bytes of other stuff, which is probably determined by the other integer, but I don't see a pattern.
Blender importer already exist, the blender master Zskaradek improved this, here the link for blender.
download/file.php?id=4685

Maybe this can help you to made the Noesis blugin more funtionality. regards.

P.D. and finale00 i follow your work with blender and Noesis, good job man, you learn good skills.

Re: TwelveSky 2 Model Format

Posted: Thu Jan 05, 2012 9:12 am
by finale00
I'm getting a "selected attachment does not exist anymore"

You have good modeling and game modding skills. Maybe you can look at noesis as well.

Re: TwelveSky 2 Model Format

Posted: Tue Jan 10, 2012 8:22 pm
by Rimbros
finale00 wrote:I'm getting a "selected attachment does not exist anymore"

You have good modeling and game modding skills. Maybe you can look at noesis as well.
Infortunately to mod games i work with reverse files conversions, Noesis its a greath tool to extract models and textures and with your help and the others boys this become the best tool to convert files models from games, but to convert from the extracted to native files Noesis its so far limitated tool.

Also maybe i made one section here in Xentax abouth moding games.

Re: TwelveSky 2 Model Format

Posted: Fri Feb 24, 2012 7:58 am
by Andrakann
finale00 wrote:I tried writing a noesis plugin and it worked for the SOBJECT but the MOBJECT is completely different.
...
Clearly there's 9000+ bytes of other stuff, which is probably determined by the other integer, but I don't see a pattern.
I think SOBJECT is static object, MOBJECT is moving (or mobile) object, so 9000+ bytes is some sort of animation data.

Re: TwelveSky 2 Model Format

Posted: Fri Feb 24, 2012 6:38 pm
by Rimbros
I quit all the finale plugins from Noesis, and keep only the fmt_TwelveSky2_mdl.py, but its the same error window abouth sanae3D etc etc. :cry: how i can fix this.

Re: TwelveSky 2 Model Format

Posted: Fri Feb 24, 2012 6:46 pm
by finale00
It might be an older plugin before I started standardizing things.
I'll update it when I get around to it. The plugin is nowhere near complete.

Re: TwelveSky 2 Model Format

Posted: Sat Feb 25, 2012 5:25 am
by Rimbros
Thanks finale, please send msg when u updated... :D