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  1. I'm still looking into the bones, trying to get them working correctly. The ones that don't work correctly yet are the models with over 256 bones, such as the one below. The vertex data only uses bytes for the indices, so it has to remap the bones into smaller groups of 0-255. They could have just used Shorts for the indices and it would have been no problem. Had a bit of success with some bones being remapped correctly, but others still not. It seems like some bones maybe aren't needed, or are used for something else. This is pl036 with some bones being moved correctly.
    13 points
  2. From further investigation, it seems that some meshes use up to 8 bone weights/indices, where others only use 4. It also looks like they're split into 2 groups of 4 in the vertex data - i.e 4 weights/4 indices/2nd set of 4 weights/2nd set of 4 indices. So I'll need to redo the way bones are processed to see if that fixes it.
    9 points
  3. I'm looking at the textures/materials now, trying to allocate them properly. Just a few tests so far:
    9 points
  4. please update the script ! if you would be so kind.
    5 points
  5. Yes, but it's still in progress, not ready to upload it yet while I iron out a few issues.
    4 points
  6. Here's an initial Noesis script for the TMD2 mesh files. I've probably made some assumptions with the format, so I don't know if it'll work for other tmd2 files that I don't have samples for. It doesn't load the textures/materials as yet, mainly because I'm not 100% sure on how they're referenced, but it will do vertex colours and the bones should also work. bleach_rebirth_tmd2.zip
    4 points
  7. Yeah, original scripts don't seem to account for all of the different vertex formats, so a lot of meshes won't work. I can get the skeleton working by doing some manual extracting of the data. I'm not sure if the original script author(s) will update theirs. If not, I may do an updated one at some point.
    4 points
  8. Another update. Should load almost everything now. Since the last updated, I've integrated reading of the textures and created the materials for each submesh, so they should display correctly. No need to decompress any files first, just load a tmd2 file and it will load the matching texture file. There are issues with some hair meshes - some of them don't seem to have proper textures, maybe they're handled differently, not sure. There are still some texture types that I'm not sure about - they could be specular, metallic, or whatever. As always, it's still a work in progress. bleach_rebirth_tmd2.zip
    3 points
  9. Still working on materials. Diffuse/Normal maps look ok. But still quite a way to go.
    3 points
  10. You can use this Noesis script to get the textures from the LDS files. Not sure how the textures are integrated into the materials to allocate to individual submeshes. rebirth_lds.zip
    3 points
  11. tm2 and lds its zlib lds after unpack (dds texture) tm2 after unpack (3d model) structure: 8 bytes magic(PZZEtmd2) uint decSize uint zero uint ofsData uint zero bytes* comData EDIT: i made qbms script BLEACH_TM2_LDS.bms
    3 points
  12. Did you tried Store RwShapeIndex Values in a List? Somenthing like that? bs.seek(RwShapeIndexTableOffset, NOESEEK_ABS) rw_shape_indices = [] # Create a list to store RwShapeIndex values for i in range(0, RwVertexInfoCount): RwUnknown_0 = bs.readUShort() RwUnknown_1 = bs.readUShort() rw_shape_indices.append(bs.readUShort()) # Append to the list bs.seek(RwVertexInfoOffset, NOESEEK_ABS) for j in range(0, RwVertexInfoCount): Underline = "_" RwShapeInc = j RwShapeIndex = rw_shape_indices[j] #get the value from the list using the j index. RwShapeIdxNum = "{:04d}".format(RwShapeIndex) RwShapeIndexTmp = str(RwShapeIdxNum) print(RwShapeIndexTmp)
    3 points
  13. Version 1.0.1

    158 downloads

    Final Fantasy VII Rebirth tool Exports static and skeletal characters, maps (including nanites). In addition to all DLLs provided here, it requires global.ucas file from the game, it must be in the same folder as .EXE. Usage is similar to previous FF7remake tool. See below. Main difference is that nanite maps (using nanites) are exported in DMF format (download blender plugin for it here). Tool usage: You can use the tool to convert individual assets, or all assets in a folder. 1. To convert one asset, drop asset file onto the tool, or run the tool from command line with asset filename as parameter. If asset file contains a texture, it will create "texture.db" file with information for later use in map extraction. If asset file contains static or skeletal mesh, in will be exported to ASCII. Raw data will also be saved in "staticmesh.raw" & "skeletalmesh.raw" folders for later use in map extraction. If asset file contains a material, it will export material info in a text file, and create "material.db" file with information for later use in map extraction. If "material.db" file already exists next to the tool, it will be updated with newly found materials. If asset file contains a blueprint, it will create "blueprint.db" file with information for later use in map extraction. If "blueprint.db" file already exists next to the tool, it will be updated with newly found blueprints. 2. To convert all assets in a folder, place the tool in that folder and run it. Tool will search that folder and all subfolders for .uasset files and try converting them all. When prompted "are you sure?" you can press "enter" to confirm or Ctrl-C to cancel. 3. To convert maps, drop .umap file onto the tool, or run the tool from command line with umap filename as parameter. Current version will extract static meshes, skeletal meshes, blueprint-generated meshes and nanite "terrain streams" from a map. For map extraction to work, "staticmesh.raw" and "skeletalmesh.raw" folders with previously extracted data must be in the same folder with the tool. If some models will be missing, tool will give messages. If "blueprint.db" file will be next to the tool, it will try and place all models mentioned in blueprints on the map. There's no proper blueprint support, so some models may be placed incorrectly. If "texture.db" file will be next to the tool, it will be used to assign proper material names to nanite parts of a map instead of hashes.
    3 points
  14. Tool released. Its an early version (as usual), but already makes very good results.
    3 points
  15. He/she is a rude guy with absolute 0 interest in other people needs. Take a look at the mod comments and you will find out. Well I updated my tool for ac shadows but as always (like other games) I will keep it private. Why? Because I don't want idiots to take my tool and sell their garbage translations without even leaving a little credit for me. If you need help, you can send me link of your other translations in pm (so I can make sure) and I will help you (I will send the text + put it back into game) to make a patch ( obviously I don't ask for money)
    2 points
  16. Sure if you know full struct. Anyway here's bms for unpacking individual files. I have covered 4 file formats so far... ################################### get BaseFileName basename endian big get Unknown_0_Offset uint32 get Unknown_CRC uint32 idstring BANK getdstring Dummy 0x0C get TotalFileSize uint32 get Unknown_0 uint32 get Unknown_1 uint32 get Unknown_2 uint32 get ResourceCount uint32 get Unknown_3 uint32 get ResourceTableOffset uint32 get Unknown_1_Offset uint32 get Unknown_2_Offset uint32 get Unknown_3_Offset uint32 goto ResourceTableOffset get ResourceTableSize uint32 get Unknown_CRC uint32 for i = 0 < ResourceCount get ResourceOffset uint32 get ResourceSize uint32 get ResourceType uint32 get ResourceNameCRC uint32 savepos cPos goto ResourceOffset getdstring Dummy 0xC getdstring Sign 0x3 if Sign == "DD3" set Ext string "3dd" # Hiearchy elif Sign == "GD3" set Ext string "3dg" # Geometry elif Sign == "MD2" set Ext string "2dm" # Material elif Sign == "BD2" set Ext string "2db" # Texture else set Ext string "dat" # ? endif goto cPos string FileName p= "%s/0x%08x.%s" BaseFileName ResourceOffset Ext log FileName ResourceOffset ResourceSize next i And here Noesis for textures... from inc_noesis import * import noesis import rapi import os def registerNoesisTypes(): handle = noesis.register("Test Drive Unlimited - Xbox 360 Texture", ".2db") noesis.setHandlerTypeCheck(handle, noepyCheckType) noesis.setHandlerLoadRGBA(handle, noepyLoadRGBA) noesis.logPopup() return 1 def noepyCheckType(data): bs = NoeBitStream(data,NOE_BIGENDIAN) if len(data) < 20: return 0 return 1 def noepyLoadRGBA(data, texList): bs = NoeBitStream(data,NOE_BIGENDIAN) BaseName = rapi.getExtensionlessName(rapi.getLocalFileName(rapi.getInputName())) bs.readBytes(40) Width = bs.readUShort() Height = bs.readUShort() Unknown_0 = bs.readUByte() Unknown_1 = bs.readUByte() Unknown_2 = bs.readUByte() Unknown_3 = bs.readUByte() PixelFormat = bs.readUInt() Unknown_5 = bs.readUInt() Unknown_6 = bs.readUInt() Unknown_7 = bs.readUInt() bs.readBytes(4032) if PixelFormat == 132: bs.texSize = Width * Height //2 print("Pixel Format > DXT1") elif PixelFormat == 136: bs.texSize = Width * Height print("Pixel Format > DXT5") elif PixelFormat == 144: bs.texSize = Width * Height * 4 print("Pixel Format > RGBA32") data = bs.readBytes(bs.texSize) if PixelFormat == 132: data = rapi.imageUntile360DXT(rapi.swapEndianArray(data, 2), Width, Height, 8) texFmt = noesis.NOESISTEX_DXT1 elif PixelFormat == 136: data = rapi.imageUntile360DXT(rapi.swapEndianArray(data, 2), Width, Height, 16) texFmt = noesis.NOESISTEX_DXT5 elif PixelFormat == 144: data = rapi.imageUntile360Raw(data, Width, Height, 4) texFmt = noesis.NOESISTEX_RGBA32 texList.append(NoeTexture(rapi.getInputName(), Width, Height, data, texFmt)) return 1 Try to post one sample from x360 and another from pc, files must be same. I mean file name... EDiT: Has Noesis UInt64 data type? Thanks!
    2 points
  17. Hello, everyone. I am Pandora, a Guitar Hero and Rock Band here. Nice to meet you all. As of March 2025, I just noticed that Xentax/Zenhax were deprecated. It is sad that such a tragedy happened to the mod community. I actually was trying to look for help regarding reverse Engineering Guitar Hero 3 for PC, when I knew catched up with the topic. If its allowed, I share some of my links. Please, feel free to have a look. DeviantArt Thanks to the gaming mod community, I was able to extract and share these Guitar Hero 3D models from the PC Version of the game. I am specially proud of Midori and the Male Singer. https://www.deviantart.com/lindsaypandora/art/Midori-3D-Model-Guitar-Hero-3-673967952 https://www.deviantart.com/lindsaypandora/art/Vocalist-3D-Model-Guitar-Hero-3-676369139 YouTube Again, thanks to the Rock Band Modding Community called MiloHax and Emulation Community, I was able to share Performance Mode Videos of Rock Band 2 Deluxe (Unlisted at the time of this message), as well as Guitar Hero Background Videos. My most popular playlist is the PC Version of Guitar Hero 3 https://www.youtube.com/@pandoraday/playlists Again, nice to meet you everyone! Thanks!
    2 points
  18. 2 points
  19. Here you can use the script that I wrote for the WAD files here: ## Fear Effect 3 Inferno (PS2) (Prototype) - WAD extraction script by BloodRaynare ## For use with QuickBMS get HEADER_SZ long get DIRS long # value is always 1 get DIRNAME string padding 0x88 get ENTRY_OFFSET long # probably isn't needed since the script will always go to this offset after ENTRY_NUMS value is being read anyway get ENTRY_NUMS long for i = 0 < ENTRY_NUMS get FILES_ENTRY_OFFSET long get FILES_ENTRY long get FILES_DATA_SZ long get UNK long # something to do with file types? savepos ENTRY_OFFSET goto FILES_ENTRY_OFFSET for j = 0 < FILES_ENTRY savepos TMP get FNAME string string NAME p "%s/%s" DIRNAME FNAME padding 0x80 0 TMP get OFFSET long get UNK2 long # file type arrays? get SIZE long get ZERO long log NAME OFFSET SIZE next j goto ENTRY_OFFSET next i The models can be imported on blender w/ DragonFF addon as for the TXDs it can be opened with Magic.TXD No clue about animations (ANM) or the other files (DBX, CCD).
    2 points
  20. Version 1.0.0

    369 downloads

    Localization tools for game. Currently NOT WORKING with AC: Shadows Made by NoobInCoding, thx P.S using this as sample for tutorial as well..
    2 points
  21. I finally managed to get rid of a problem where a wronlgy determined face index count led to corrupted obj files. I didn't find a simple solution with Make_H2O_pub, so I decided to fix that bug using hex2obj (which required a special TDUnlimited version to be created). So if you don't want to trick around with a dozen *.objx files (from old hex2obj versions) it's important to use the updated exe (TDUnl) from here. Said exe will create *_corr.obj (instead of *.objx) which means that they can be imported without renaming. (Heaven will tell whether _corr(ection) is correct, always.) The process is like so (read How-to-use_TDUnl_bnk.txt from zip) : Make_H2O exe creates H2O files from bnk files hex2obj creates obj files from bnk using said H2O files bunch of obj files to be imported into blender using included .py file Found sub meshes might be uncomplete - tested three (+ 2 interior) bnk files only Have fun. edit: forgot to mention that doors, steering wheel etc need a positional correction. (The offsets are probably in the bnk files but I'll leave this to you.) And yeah, uvs are missing - progress: 50% for interior (see exe in ...F2.zip) (For chassis uvs need a recheck.) edit: the above mentioned hex2obj version was optimized for creating multiple H2O files (File\SaveAs Mmesh) from TDunlimited bnk files. The caveat is that handling single H2O files is restricted. So don't press the go1 button here. Just the "mesh" button (and maybe correct the vertex count if you're told to do so). Make_H2O_TDU_bnk.zip F2 - exe only - you need the files from the previous zip! Make_H2O-TDUnl-bnk-F2.zip
    2 points
  22. Thanks. I had the incorrect offset for the UVs in that mesh type, so I've amended that one for whenever I do the next update.
    2 points
  23. So I've been following this thread from today, seeing all the progress as it comes. My main aim from the beginning was to find Tier's files and edit her to the authentic look. I've been able to find an alternate, albeit possibly outdated now, method of revealing the full 3d models for the files in Noesis. The python plugin is a slight change to DKDave's code that I found earlier in the thread (same file name). It forcibly commits all triangle data to a single mesh, essentially forcing all vertices and submeshes to appear. Maybe someone can benefit from this potential checkpoint? Can't wait to see what modding brings for this amazing game. I'll continue trying to fiddle with the textures tomorrow! Biggest thanks to DKDave again, doing the Soul King's good work. bleach_rebirth_tmd2.py
    2 points
  24. Just a small update to add a few more mesh types from the additional samples provided. bleach_rebirth_tmd2.zip
    2 points
  25. Is there a specific file you're having trouble with inside that archive? These appear quite similar. e.g. 0000000000000000_unpack.seg is uncompressed 8-bpp indexed pixels 512x1024 starting at 1600h and a palette at 200h. (you'll have to tell me if the red and blue channels are reversed, since you've played the game)
    2 points
  26. Thanks ! it works Script for noesis after decryption I'm sorry that i forget who wrote this. it's from xentax fmt_tamsoft_tmd2.py
    2 points
  27. Hi everyone, We're excited to announce a small yet important update regarding user groups on our board. This change is the first in a series of improvements planned for the very near future. Please find below the updated and detailed descriptions for each user group: Administrators Moderators Donators Engineers Supporter Members Guests Banned Thank you all for your attention, and we appreciate your ongoing support and contributions to the board. Stay tuned for more exciting updates! Best regards, The Administration Team
    2 points
  28. .bsp, lots of small point clouds (11 to 20 vertices, one with 50). Someone with patience required to collect them. The search pattern is xx00000101xy, 5 times in a row, where xx is 00 to 05 and xy a wildcard byte. The vertex blocks start 48 bytes (+/- 1 or so) after the start of the pattern. (Imho most blocks don't look as if they represented meshes, btw.) One vertex (?) block from the end of the file, double vertices included:
    2 points
  29. Version 1.0.0

    331 downloads

    Tool for FFXVI (Final Fantasy 16) models. So far it must support all (or almost all) models from "chara" folder. Static map parts may also work. Did not test much of the others. Requires 1 or 2 parameters. Usage: FF16.exe <mdl> <pac> 2nd parameter is needed for skeletons. If you don't provide .PAC file, model will be exported as static mesh. The PAC file for character group is in its corresponding "pack" folder.
    2 points
  30. Version 0.9.0

    533 downloads

    Tool to grab AES key from UE4-UE5 game engine
    2 points
  31. Can't open with old tmd2 script Sample Files included chara.zip
    1 point
  32. Hey folks. I somehow extracted the language files of the game. In some tests I did, I observed that these two files belong to the menu and subtitles of the game. You can find the original language files and decompressed versions in the archive. The only problem is that you need a tool to convert the language files to text files. Because its structure has changed. It would be good if someone takes a look. Assassins_Creed_Shadows_localization_files.7z
    1 point
  33. Guys, I think that's enough for these conversations, we're making a topic of debate and not localization.
    1 point
  34. @NoobInCoding You have every right in the world, brother, to do whatever your heart desires.. I completely agree with this.. and in this way you are helping again, even for free.. something special and very kind of you, I really appreciate it.
    1 point
  35. Thanks for reporting! Here's a quick fix (F1) tested with the 350Z Roadster interior bnk only (didn't check the other problem bnks and not the working ones, so keep the first released exe). Surprisingly I found the correct uv address here, for sub mesh 3: edit: shxt, the formula was to simple to apply to the uv addresses of all sub meshes. Only about 50% are correct for 350Z_Rst_I(nterior).bnk, see ...F2.exe in zip here Corrections for chassis uvs are a little bit hard to achieve. Use the updated hex2obj exe (for TDUnlimited) from here. Example for 350Z_Rst.bnk_0042.h2o, that's sub mesh 42 of the 350Z_Rst (uv correction not required any more with Fix3): Correction for sub mesh 39 of the 350Z_Rst steering wheel (uv correction not required any more with Fix3):
    1 point
  36. Just be patient, please, at the moment there isn't but the script is being worked on.
    1 point
  37. It seems that the AC Shadows font files are in a new format, not ttf,otf like before. Can someone check and edit it? ACShadows_Fonts.zip
    1 point
  38. Hello, sorry if this isn't the appropriate place for to ask for help regarding modifying a game but I'm looking for help trying to modify the Far Cry 3 Editor. I've tried reaching out to countless different modders that have made mods for Far Cry 2 and 3 aswell as in the Far Cry Modding Discord to no avail. I'm far from tech savvy or a software developer/hacker but I'll be more than happy to help along the way in any way that I can since I would really love to enjoy all of the different models that the game has to offer. What I'm looking to achieve: -Add in all of the missing models, NPC's (Pirate Beheader, COOP Heavy Pirate Flamer, Guard Dog/Attack Dog) -Different textures/materials of models (different colors of crates, barrels, tarps that appear in-game, but not the Editor.) /To my knowledge only vehicles cycle trough the different textures. -Missing COOP, Multiplayer, DLC content There are already some mods that try to do this, like https://www.nexusmods.com/farcry3/mods/156, https://www.nexusmods.com/farcry3/mods/334 Unfortunately there are still many missing models and the different textures aren't present. Basic Introduction: This modding guide should be a wonderful read for those interested, while it is for Far Cry 2, all principles still apply. It can be found here: https://docs.google.com/document/d/1ozhN9s_4puzSXVYs12ZAOayyL036hgQuFCVS_jSXbd0/edit?tab=t.0#heading=h.5yuedjwzmzz8 NOTE: If necessary I'll personally provide these archives, including after they have been unpacked. I can guarantee you that none of these have any sort of malware. Inside of our Far Cry 3 installation is the data_win32 folder, inside of it are .dat & .fat file archives which contain different folders as well as the different file formats that the game uses. In order to open these archives, we can use https://www.nexusmods.com/farcry3/mods/5 Alternatively https://github.com/gibbed/Gibbed.Dunia2 There are multiple .exe's that are geared towards modding, which I'm far from knowledgeable about, one is supposedly for .XML editing In order to extract them, all that's needed is to just place the example.dat and example.fat file withing the Gibbed.Dunia2 Tools folder. After that we need to place the example.dat file onto the Gibbed.Dunia.2.Unpack which will open up a program pop-up window that is going to extract all of the files from the archive and create a example_unpacked folder which includes the different types of data like the .XML files, models, sounds, textures, etc... Far Cry 3 uses a "patch" system where putting in a new patch.dat and .fat file inside of data_win32 modifies the game, whether it be changing values, adding in new objects, etc... The 2 mods mentioned above utilize this method in order to change the Editor (IGE-In Game Editor). The specific file being edited is the object_inventory.xml which is a giant list of all the available models, NPC's, Vehicles as well as Directories which just neatly organize where models are found within the editor. The problem: Objects have different tags which I have no clue in figuring out, like how big the Bbox (Bounding box/Collision model) is or what are all of the materials an object can use (e.x. a Barrel can be black/red/blue/green), it seems to be some sort of internal setting since there is no mention of which colors/materials a object can use anywhere. Ideally a script would go over all of the folders and add in the content since doing it manually would be a painstaking process. Hopefully this has been helpful in some way, as I've said already I tried reaching out to many different people but unfortunately it seems that there isn't anyone around who could help me figure all of this out, I wish I was skilled enough to do this myself but this seems like my only option and place where I feel like I can ask for help. If there is any way that I can help, feel free to write so.
    1 point
  39. unpacking works correctly. most likely a bug in your plugin
    1 point
  40. .RCF Export \ Import BMS script Atg Core Cement . ATG CORE CEMENT LIBRARY (script 0.2.2) . ATG [atg_core_cement.bms] http://aluigi.altervista.org/quickbms.htm http://aluigi.altervista.org/bms/atg_core_cement.bms Batch: Batch.zip .p3d AutoIt scripts https://reshax.com/topic/344-swuforce-autoit-scripts/#comment-1124 Find "prototype2_export.au3" and "prototype2_import.au3" files + and paste in "Include (put these files to your AutoIt Include folder)" folder: p3d.zip .gfx font file editor https://github.com/jindrapetrik/jpexs-decompiler All tools probably work with Prototype 1 and 2.
    1 point
  41. 1 point
  42. That did comfirm which version of Granny was used. Granny Standard Exporter, SDK version 2.7.0.25 I can now look for the proper format of the header. I should have the Magic numbers I need. And I don't do Discord.
    1 point
  43. This is a Unity (2021.3.9f1) game that has reached EOS (End of Service). The APK contains UI assets, which can be extracted using standard Unity tools. However, the cache files are different, and some require additional processing. What I Have Achieved So Far: Extracted Audio and Video Files These files have AFS2 and CRID headers. I found a decryption key inside the APK: "0048B2AB558A01B6". Using CRID-usm-Decrypter and HCA key generation tools, I successfully extracted these assets. The Problem: The final implemented files before service shutdown confirm that the necessary assets exist. All content up to the EOS update is present in the extracted audio and video files, confirming that the cache holds the game’s full assets. However, 3D models and textures are missing, and the remaining files have no identifiable file extensions. Two distinct binary patterns (see images) appear frequently in these unidentified files, leading me to believe they contain graphics data. I suspect that these files contain the graphic data, but their format is unknown. I also tried using AI to perform decryption with the extracted key, but this has not yielded any results either. What I Am Currently Doing: I lack experience in disassembly or reverse engineering. I am using AI-assisted analysis to examine Il2CppDumper output and searching for clues via Ghidra, but progress has been slow. I have attached the cache files, APK, and DummyDlls. or alternatively, I will provide a sample of the cache with only the relevant files. If anyone is familiar with where to start or knows any effective tools or methods to analyze these files, I would greatly appreciate your guidance.
    1 point
  44. Lists are the default go-to dynamic sequence type in Python because of their flexibility. The append method works naturally on lists, while array.append() requires that the appended value be of the correct type. Many Python libraries and frameworks default to lists for simplicity.
    1 point
  45. @Eraea: What do you mean exactly? 12 00 00 00? Building the strips without holes is the problem (which you seemed to have, too, in your first picture. Or did you miss the face culling?): And what about your 3rd picture? It shall demonstrate that more than 21 sub meshes make no sense, I guess, but obviously it's face vertices. This is what I have (first 21 submeshes and using Noesis' face cull). I removed doubles (x of 1192 vertices) but that didn't help that much:
    1 point
  46. Use a sqlite editor. https://sqlitebrowser.org/blog/version-3-13-1-released/ (But you can also look for another \ better sqlite editor.) You can select the texts and copy them to a txt file (notepad++) and then back after translation.
    1 point
  47. I was once a member of ZenHAX (same name and all) and only discovered its fate recently, plus the fact you can't seem to login anymore, and stumbled across this site which seems to be a healthy replacement. I'm not good at actual programming, but I can at least string together logic to use tools to accomplish what I want. I hope my questions here won't be too inane and annoying! 🙂
    1 point
  48. Okay, but you need to know its position, which is obtained from QuickBMS
    1 point
  49. Here is a set of H2O files for Shimura's armor. The creation of obj files may not be to everyone's taste but that's what I can provide. You'll need the newest version of hex2obj for this. Read '...multiple_H2O.txt' in the zip. hex2obj, v 0.25 Use File\SaveAs Mmesh (saving of single H2O files is not supported so far for xmesh because the required code change is not a 15 minutes job). H2o files appended here. Didn't check all uvs. For some an uvbSize of 20 instead of 4 might be required.) (Tool for creation of H2O files still under development.) edit: updated the zip with H2O files shimura_samurai_armor.xmesh_H2O.zip
    1 point
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