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  1. Today
  2. Without that specific sample no one can tell.
  3. https://p2t5r.itch.io/ego-pssg-editor I take you've tried the EGO engine PSSG editor? If you haven't, you should be able to get something out of it, though I'm sure there's a cutoff at some point.
  4. Before when I tried it I just got an error message that said "this file could not be previewed." I just tried it again and for some reason it's now loading the models correctly but not showing any of the bones. I'm specifically looking at Rule of Rose models that I extracted from a ROM myself using a quickbms script if that makes any difference. I've double checked and made sure I don't have the other plugin installed.
  5. Yesterday
  6. Prefacing by saying that I've tried using the EGO PSSG editor (has to be converted to XML with the Greedfall community PSSG Python script and then have its shader program removed to load and save, still doesn't export to GLB properly), 3DSimED (doesn't load in regardless of what I do), Totori.exe (nothing), the Maxscript (loads, seemingly without bones and what I assume is a second UV map for certain meshes), and the Blender 2.49 import script (definitely the closest in terms of results, but still missing that second UV map). Okay, with that out of the way, some PSSG files for this game, used for models that move around, seem to use just enough of a custom formatting that things just get mucked up. I am ideally trying to get a secondary UV map meant for normal map textures, I don't really care about animations, and I already have the skeleton covered. Attached are three such PSSG files, the MHF files from the same folders as I assume they are related, and one PSSG that just has textures for the first one, to show that I'm not completely crusading against windmills when it comes to the UVs. PSSGnMHF.zip
  7. Hi, nice going! Green vectors could represent centrifugal force, but for one curve it's for driving clockwise, in another for driving counter clockwise. And in some spots the green vectors are missing or simply wrong, imho. (You could check for physical simulators, if any, for mass-bearing objects on curves.)
  8. Tried to use a virtual machine but the trial has even expired after 20 or 30 days.
  9. Try to use VM if you run out of trial time. And for export use Export tab and Plugin Export or Plugin Export As Objects. IMO it's best just to use single object instead of dozens.
  10. https://en.wikipedia.org/wiki/Circuit_de_la_Sarthe Yes!! It's La Sarthe circuit😊
  11. Even if you modify m0.pkg, the game will not allow itself to run because there is a modification check. The game opens its assets in its own way, so Asset Studio does not work on m0.pkg
  12. Ive been also tring to do that but the only stuff i found was the ui elemnts, did you finded out how to do it?
  13. Last week
  14. A free alternative I know is doing it from scratch (but you'll have to trick around with the FI blocks):
  15. Using AssetRipper, I got these three .json files out of the .dat file and viewing the json in Notepad gives me this... Would it be possible that the JSON is storing a valid texture and we need to decode it? I will try to dig a bit more into it, Have attached the JSON file as well for reference. EDIT: Now looking to get some useful colored/diffuse texture out of these. will attach these too for reference. JSON.7z
  16. In your c001x sample I found this, might be a track:
  17. 3DSimED is paid. Are there free alternatives?
  18. Thanks! I've seen this before; I've extracted a few cars, but it's not really what I'm looking for! I'm just interested in the tracks 😆
  19. This is from Re-Volt 3 android game.
  20. What game is this for?
  21. here weapons textures textures.rar
  22. No, I mean samples of the actual files, not screenshots. Screenshots don't show much for anyone to check the files properly.
  23. How did you find out a way?
  24. try this one, but it only works for cars
  25. Unlikely. I fear you'll have to put more efforts yourself. First step would be to compare 00p to LTB. Hopefully the changes are not too extensive. edit: did you check F.E.A.R. modding tools? See link here. (There's an SDK also.)
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