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Showing content with the highest reputation on 12/09/2024 in all areas

  1. There's no new type flags in this anim and the data seem to be converted correctly. From what I've checked, the knee bones are bone 3 and bone 6 and they both have 1 initial rotation key only. But bone 26 to 29 have more keys while they're all connected to the root bone. Either these bones somehow control other bones or there might be something related to inverse kinematics? Just wild guesses. By the way, the structure of the 03 00 01 FF chunk appears to be: long sig // 03 00 01 FF word parentLinkCnt word unkLinkCnt long linkOffset long linkSize for i = 0 < parentLinkCnt char boneId char parentId for i = 0 < unkLinkCnt char boneId // bone 26 to 29 char unkBoneId[3] I'd recommend to check the game logics with a decompiler for further process.
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  2. Welcome. There is a download section specifically for BMS scripts and other applications. In here you should only put link to it.. https://reshax.com/forum/28-scripts-or-other-utilities/
    1 point
  3. Thanks man, I was testing more animation offsets and it seems to work! Just a little detail, last animation(at 0x139280 in henry01.bin) is when Henry dies but it looks different.. In the game he falls on his knees and dies but in ARC tool, the skeleton does not fall on its knees. Maybe this little glitch is present in more animations but it is hard to tell because we need to check every animation and there are A LOT, lol. Here is the comparison:
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  4. hello Ben 10 Galactic Racing ps3/xbox 360/Wii map/.et_decomp file models And textures Noesis Scripts yes Level and characters What ModelResearcher Monkey Bar Games and Vicious Cycle Software Durik256 and joker.production360 ben 10 omniverse
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