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  • Posts

    • Yeah, I can see some models in that bigger archive - mostly scenery from the ones I've looked at so far.  If I can work out the textures as well, I might be able to do a script, not sure yet.  
    • Games of that time usually have no indices. Coordinates are forming the faces of a model one by one.
    • edit: sadly the following worked for an emd from 2001 only. (The em02.emd you provided results in a tim file with 5 millions of zeroes.) I started the "BioHazard File Archive Tool" mentioned in the tutorial and used Bio1.5/EMD/Disassemble on em001.emd (2001) - a.tim and a .tmd file were extracted. Point cloud from tmd:   2 meshes from em20.emd (2017) with faked face indices (strips), boot and hair: em08-head:
    • Hi here is the UI files from Ghostbusters TVG:R. It seems the UI files incldue hierarchy elements are organized in a parent-child relationship some textures references I guess somewhere it includes the position of the elements, also it seems to include some "animation elements" such as bcanimate1, bcanimate2, slideright, slideleft.   ui.rar
    • Surprise. Well, I've tried to compile a part of the code (emd2xml) from the first github link and it's horrible to get the required libs/dlls from 14 years ago. Got some libxml lib from 2008 and some random SDL.dll to compile an exe (edit: did not work with emd files from 2017). Finally I got such from em001.emd (2.25 MB, 2001, maybe a RE1 emd) <?xml version="1.0" encoding="UTF-8"?> <emd version="1"> <skeleton> <armature mesh="0" rx="0" ry="0" rz="1"/> <skel_move> <movement id="0" x="0" y="0" z="-8560" dx="29" dy="0" dz="0"> <mesh_move id="0" ax="1" ay="0" az="0"/> ... ... <mesh_move id="470" ax="2933" ay="-18558" az="-25645"/> <mesh_move id="471" ax="17450" ay="-22935" az="16986"/> <mesh_move id="472" ax="7421" ay="16655" az="-15410"/> <mesh_move id="473" ax="17446" ay="-4092" az="16992"/> <mesh_move id="474" ax="7419" ay="-16113" az="-15410"/> <mesh_move id="475" ax="17446" ay="-4096" az="16992"/> <mesh_move id="476" ax="-12851" ay="-12851" az="-12851"/> <mesh_move id="477" ax="-12851" ay="-12851" az="-12851"/> <mesh_move id="478" ax="-14528" ay="13667" az="18923"/> <mesh_move id="479" ax="-16944" ay="-21458" az="-16514"/> <mesh_move id="480" ax="-14528" ay="13667" az="18923"/> <mesh_move id="481" ax="-16944" ay="-21458" az="-16514"/> <mesh_move id="482" ax="-14528" ay="13667" az="18923"/> <mesh_move id="483" ax="-16944" ay="-21458" az="-16514"/> <mesh_move id="484" ax="-12851" ay="-12851" az="-12851"/> <mesh_move id="485" ax="-12851" ay="-12851" az="-12851"/> <mesh_move id="486" ax="1551" ay="1509" az="1607"/> <mesh_move id="487" ax="1413" ay="1495" az="1413"/> <mesh_move id="488" ax="-12851" ay="-12851" az="0"/> <mesh_move id="489" ax="0" ay="0" az="0"/> <mesh_move id="490" ax="1" ay="0" az="-12851"/> <mesh_move id="491" ax="-12851" ay="-32737" az="-32737"/> ... ... but I have no idea how to make use of it or, more precise, no motivation to feed the values (converted to floats, maybe) to keyframes.
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