[QUOTE=Doakes;39786546]Didn't Mantis only appear in cutscenes?[/QUOTE]
MGS4 had realtime cutscenes.
Unless they had literally hundreds/thousands of cutscenes with the costume combinations.
Also, you could sixaxis disable the camo at any point in the cutscene.
[QUOTE=AaronM202;39786702]MGS4 had realtime cutscenes.
Unless they had literally hundreds/thousands of cutscenes with the costume combinations.
Also, you could sixaxis disable the camo at any point in the cutscene.[/QUOTE]
Definantly real time, you could drive around with Mk 2 in most of them! :P
[QUOTE=Tydeus;39786788]Definantly real time, you could drive around with Mk 2 in most of them! :P[/QUOTE]
Well for the intermissions yeah.
[QUOTE=mariokart64n;39786688]
I need spare cash to buy a NAND flasher so I can try to convert my PS3 into a DEV unit
[/QUOTE]
Well you know my offer still stands, cash for models. Of course I can only send via Paypal though.
Just having a quick look in here.
Where are we, in terms of progress?
[QUOTE=mariokart64n;39786688]I need RAM dumps the disk data is encrypted. we can bypass the security by attacking the games RAM.
I need spare cash to buy a NAND flasher so I can try to convert my PS3 into a DEV unit
However if someone already has a REBUG unit they can just upload the RAM dump, and viola![/QUOTE]I've got REBUG 4.21 if whatever needs to be done works with this version PM me where to start and I'll get to work.
EDIT:
Ok I've found the instructions on Xentax to get DEX features I'll going to start the process.
yeah I cant guide you, since I never done it.
apparently you can dump the RAM with rebug by enabling the DEX flag. the system will then work with the SDK and somehow its suppose to allow for RAM dumping.
I wish I were allowed to even physically touch my consoles let alone mod them.
[QUOTE=mariokart64n;39790497]yeah I cant guide you, since I never done it.
apparently you can dump the RAM with rebug by enabling the DEX flag. the system will then work with the SDK and somehow its suppose to allow for RAM dumping.[/QUOTE]No problem I'm the kind of guy that can help myself :D
I'm done converting and I've got DEX functions I'm in the process of converting the eboot.bin to a debug version. Then I'll see where it goes from there.
EDIT:
I've hit an SDK snag be back in a few hours
EDIT:
SDK problem solved but I'm unsure about converting my eboot.bin to debug :\
I don't know what option to use when re-signing.
@ mariokart64n
I never used 3dsmax and I need to know how to run the script.
[QUOTE=AaronM202;39786702]MGS4 had realtime cutscenes.
Unless they had literally hundreds/thousands of cutscenes with the costume combinations.
Also, you could sixaxis disable the camo at any point in the cutscene.[/QUOTE]
MGS4 did have realtime cutscenes, the framerate drops and weird AA somewhat proves it.
[QUOTE=thistheend;39791587]@ mariokart64n
I never used 3dsmax and I need to know how to run the script.[/QUOTE]
When booted up on the top you can see a tab called MAXSCRIPT
Click it, select new script or open script.
Paste the script there or open the script
Then press CTRL+E to open a dat file ;)
[QUOTE=rensole;39792414]When booted up on the top you can see a tab called MAXSCRIPT
Click it, select new script or open script.
Paste the script there or open the script
Then press CTRL+E to open a dat file ;)[/QUOTE]
understand, in any case the gtf blocks unchanged ... I surrender
[QUOTE=thistheend;39792665]understand, in any case the gtf blocks unchanged ... I surrender[/QUOTE]
Dude once you selected a DAT file like that it extracts in multiple ways,
Texture files
And a 3d model that it wil either load or not.
Just keep posting everything you run into, a lot of people might have the same problem but they just dont post ;)
MarioKart, could you tell me the values mostly used when you change the Stride manually, please? i'm just stuck :) i've got the one you gave me earlier (24 and 32) but i can't find any other to keep going...
Are the models in data001.cpk?
[QUOTE=BatataFrita;39795338]Are the models in data001.cpk?[/QUOTE]
the models are in the data001.cpk and data000.cpk, obviously the characters are in the data000.cpk
Nice work on the conversion script.
[QUOTE=dryann;39795807]the models are in the data001.cpk and data000.cpk, obviously the characters are in the data000.cpk[/QUOTE]
Okay, thank you.
Since we know how to extract from a PS3 game like MGR, has anyone tried using this with MGS4?
[QUOTE=dryann;39792910]MarioKart, could you tell me the values mostly used when you change the Stride manually, please? i'm just stuck :) i've got the one you gave me earlier (24 and 32) but i can't find any other to keep going...[/QUOTE]
I'm having the same problem as you, error "Unable to convert: undefined to type: Integer64" and "Runtime error: Vertex index in face out of range: [1,48982,29677]"
I can only open two files in "em" folder : em00a0 and em00a1. Or if other file opens, the model is messed up lol (yes, I've tried to change the "stride" to 24)
(sorry, my english is bad)
[QUOTE=BatataFrita;39796560]I'm having the same problem as you, error "Unable to convert: undefined to type: Integer64" and "Runtime error: Vertex index in face out of range: [1,48982,29677]"
I can only open two files in "em" folder : em00a0 and em00a1. Or if other file opens, the model is messed up lol (yes, I've tried to change the "stride" to 24)
(sorry, my english is bad)[/QUOTE]
Yop i know :) i even try to change the Stride with every value from 1 to 100...doesn't work any better..hope Mariokart will give us a clue...
EDIT :
By the way, does anyone have the DLC files for XBOX ?...i could try on Gray Fox...
:P good grief, here's the one that I was using.
[b]EDIT[/b]
I cannot contribute anymore time to this project, tomb raider becomes available in 1 hour and I intend to mod her tits :D so let the hacking begin!
[code]
fsource = GetOpenFileName \
caption:"Select a File" \
types: "All files (*.*)|*.dat|"
delete $*
tristrip = false
stride = 32
fn readBElong fstream = (bit.swapBytes (bit.swapBytes (readlong fstream #unsigned) 1 4) 2 3)
fn readBEshort fstream = (bit.swapBytes (readshort fstream #unsigned) 1 2)
fn readBEtriplet fstream = (((readbyte f #unsigned)*0x00010000)+((readbyte f #unsigned)*0x00000100)+((readbyte f #unsigned)*0x00000001))
fn ReadBEfloat fstream = (
bit.intAsFloat (bit.swapBytes (bit.swapBytes (readlong fstream #unsigned) 1 4) 2 3)
)
fn readBEHalfFloat fstream = (
hf=bit.swapBytes (readshort fstream #unsigned) 1 2
sign = bit.get hf 16
exponent = (bit.shift (bit.and hf (bit.hexasint "7C00")) -10) as integer - 16
fraction = bit.and hf (bit.hexasint "03FF")
if sign==true then sign = 1 else sign = 0
exponentF = exponent + 127
outputAsFloat = bit.or (bit.or (bit.shift fraction 13) \
(bit.shift exponentF 23)) (bit.shift sign 31)
return bit.intasfloat outputasfloat*2)
fn readFixedString bstream fixedLen = (
local str = ""
for i = 1 to fixedLen do (
str += bit.intAsChar (ReadByte bstream #unsigned))
str
)
fn writeBElong fstream num = (
writelong fstream (bit.swapBytes (bit.swapBytes (num) 1 4) 2 3) #unsigned)
fn paddstring len instring = (
instring=instring as string
local str="";if instring.count <=len then(
for i = 1 to (len-instring.count) do(str+="0")
str = (str+instring))else(
for i = 1 to len do(str+="0";str[i]=instring[i]));str
)
fn uppercase instring = (
local upper, lower, outstring
upper="ABCDEFGHIJKLMNOPQRSTUVWXYZ"
lower="abcdefghijklmnopqrstuvwxyz"
outstring=copy instring
for i=1 to outstring.count do (
j=findString lower outstring[i]
if (j != undefined) do outstring[i]=upper[j])
outstring)
fn printblockpos bname badr = (
str=((bit.intAsHex badr)as string)
if str[str.count]=="L" do(str = substring str 1 (str.count-1))
format "% @ 0xDD%\n" bname (paddstring 6 (uppercase str))
)
fn printblockpos bname badr = (
str=((bit.intAsHex badr)as string)
if str[str.count]=="L" do(str = substring str 1 (str.count-1))
format "% @ 0x%\n" bname (paddstring 8 (uppercase str))
)
if (fsource!=undefined) then (
fpath=getFilenamePath fsource
fname=getFilenameFile fsource
fsize=getFileSize fsource
fext=getFilenameType fsource
if ((doesFileExist fsource)==true) then (
clearlistener ()
f = fopen fsource "rb"
struct package_resource (offset,type,name,size,data)
struct model_binary_4 (header,buffer,element,skeleton,ukn10,ukn11,material,ukn12,mesh)
struct model_binary_4_header (magic,ukn01,ukn02,ukn03,ukn04,ukn05,info,ukn06,ukn07,ukn08,ukn09)
struct offset_and_count (offset,count)
datArray = (package_resource \
offset:#() \
type:#() \
name:#() \
size:#() \
data:#())
case (readFixedString f 4) of (
"DAT":(
dat_offsets = #()
dat_01 = readBElong f -- count: files
dat_02 = readBElong f -- offset: offset table
dat_03 = readBElong f -- offset: extension table
dat_04 = readBElong f -- offset: name table
dat_05 = readBElong f -- offset: size table
dat_06 = readBElong f -- offset: ?? unknown data
dat_07 = readBElong f -- Blank? Reserved?
fseek f dat_02 #seek_set
for i = 1 to dat_01 do (datArray.offset[i] = readBElong f)
fseek f dat_03 #seek_set
for i = 1 to dat_01 do (datArray.type[i] = uppercase (readFixedString f 4))
fseek f dat_04 #seek_set;str_len = readBElong f
for i = 1 to dat_01 do (datArray.name[i] = readFixedString f str_len)
fseek f dat_05 #seek_set
for i = 1 to dat_01 do (datArray.size[i] = readBElong f)
for i = 1 to dat_01 do (datArray.data[i] = #())
for d = 1 to dat_01 do (
fseek f datArray.offset[d] #seek_set
case datArray.type[d] of (
"xWTA":(
ukn00 = readBElong f
ukn01 = readBElong f -- version?
ukn02 = readBElong f -- count
ukn03 = (readBElong f)+datArray.offset[d] -- offset to texture offsets
ukn04 = (readBElong f)+datArray.offset[d] -- offset to texture sizes
ukn05 = (readBElong f)+datArray.offset[d] -- offset to flag data?
ukn06 = (readBElong f)+datArray.offset[d] -- offset to file hashes?
ukn07 = (readBElong f)+datArray.offset[d] -- offset to XPR2 headers
fn stringtobytes str fstream= (
str = str as string
for t = 1 to 24 do (
if t<=str.count then (
writebyte fstream (bit.charAsInt str[t]) #unsigned
)else(writebyte fstream 0)
)
)
for i = 1 to ukn02 do (
g = fopen (fpath+fname+".dtt") "rb"
s = fopen (fpath+fname+(paddstring 3 (i as string))+".xpr") "wb"
fseek f (ukn03+((i-1)*4)) #seek_set
pos = readBElong f
fseek f (ukn04+((i-1)*4)) #seek_set
dumpsize = readBElong f
fseek g (pos+0x1000) #seek_set
writeBElong s 0x58505232
writeBElong s 0x00000800
writeBElong s dumpsize
writeBElong s 0x00000001
writeBElong s 0x54583244
writeBElong s 0x00000030
writeBElong s 0x00000034
writeBElong s 0x00000018
writeBElong s 0x00000000
stringtobytes (fname+(paddstring 3 (i as string))) s
fseek f (ukn07+((i-1)*(4*13))) #seek_set
for x = 1 to (4*11) do (writebyte s (readbyte f #unsigned) #unsigned)
writeBElong s 0x00000000
writeBElong s 0x00000A00
for x = 1 to 1948 do (writebyte s 0)
for x = 1 to dumpsize do (writebyte s (readbyte g #unsigned) #unsigned)
fclose s
fclose g
)
)
"WMB":(magic = uppercase (readFixedString f 4)
case magic of (
"WMB4":(
ukn01 = readBElong f -- always -1
ukn02a = readBEshort f -- vertex stride?: 0x00 = 24 | 0x01 = 32
ukn02b = readBEshort f
ukn03a = readBEshort f -- primitive type flag 0x00=trilist | 0x01= trilist
ukn03b = readBEshort f
ukn04 = readBElong f
ukn05 = readBElong f
ukn06 = readBElong f
ukn07 = readBElong f
ukn08 = readBElong f
ukn09 = readBElong f
ukn10 = (readBElong f)+datArray.offset[d] -- offset to vertex buffer header offset? lol
ukn11 = readBElong f -- unknown count?
ukn12 = (readBElong f)+datArray.offset[d] -- offset to unknown data, after faces buffer
ukn13 = readBElong f
ukn14 = (readBElong f)+datArray.offset[d]
ukn15 = (readBElong f)+datArray.offset[d]
ukn16 = readBElong f
ukn17 = (readBElong f)+datArray.offset[d]
ukn18 = readBElong f
ukn19 = (readBElong f)+datArray.offset[d]
ukn20 = readBElong f
ukn21 = (readBElong f)+datArray.offset[d]
ukn22 = readBElong f
ukn23 = (readBElong f)+datArray.offset[d]
ukn24 = readBElong f
ukn25 = (readBElong f)+datArray.offset[d]
ukn26 = readBElong f
ukn27 = (readBElong f)+datArray.offset[d] -- offsets to another table, that then offsets to mesh names
ukn28 = readBElong f -- always 0?
ukn29 = readBElong f -- always 0?
ukn30 = readBElong f -- always 0?
ukn31 = readBElong f -- always 0?
bufferArray = #()
printblockpos ("Mesh/Buffer Table: ("+(ukn11 as string)+")") ukn10
fseek f ukn10 #seek_set
vert_offset = (readBElong f)+datArray.offset[d] -- offset to vertex buffer
ukn33 = (readBElong f)+datArray.offset[d] -- offset to colour buffer
ukn34 = readBElong f -- always 0?
ukn35 = readBElong f -- always 0?
num_verts = readBElong f
face_offset = (readBElong f)+datArray.offset[d]
num_faces = readBElong f -- count
append bufferArray [num_verts,num_faces,vert_offset,face_offset]
printblockpos "Vert" vert_offset
printblockpos "Face" face_offset
printblockpos "\tMesh/Buffer Table END" (ftell f);format "\n"
printblockpos "Buffers" (bufferArray[1][3]);format "\n"
printblockpos ("Element Table: ("+(ukn13 as string)+")") ukn12
fseek f ukn12 #seek_set
struct element (buffer_index,vert_start,face_start,vert_count,face_count)
mshArray=(element buffer_index:#() vert_start:#() face_start:#() vert_count:#() face_count:#())
for i = 1 to ukn13 do (
mshArray.buffer_index[i] = (readBElong f)+1 -- buffer index
mshArray.vert_start[i] = readBElong f -- vert start
mshArray.face_start[i] = readBElong f -- face start
mshArray.vert_count[i] = readBElong f -- vert count
mshArray.face_count[i] = readBElong f -- face count
format "%\n" mshArray.buffer_index[i]
)
printblockpos "\tElement Table END" (ftell f);format "\n"
fseek f ukn14 #seek_set
ukn31 = (readBElong f)+datArray.offset[d]
ukn32 = readBElong f -- count
ukn33 = readBElong f -- always 0?
ukn34 = readBElong f -- always 0?
ukn35 = readBElong f -- always 0?
ukn36 = readBElong f -- always 0?
ukn37 = readBElong f -- always 0?
ukn38 = readBElong f -- always 0?
printblockpos ("Material Names?: ("+(ukn32 as string)+")") ukn14
fseek f ukn31 #seek_set
for i = 1 to ukn32 do (
ukn38 = readBElong f -- index
ukn39 = readBElong f -- indexing to name
ukn40a = readBEshort f -- flag?
ukn40b = readBEshort f -- flag?
ukn41 = readBElong f -- always 0x00 01 00 00 ?
format "% | % | % | %\n" ukn39 ukn39 ukn40a ukn40b
)
printblockpos "\tMaterial Names? END" (ftell f);format "\n"
printblockpos ("Bones: ("+(ukn16 as string)+")") ukn15
fseek f ukn15 #seek_set
for i = 1 to ukn16 do ( -- bones?
ukn42 = readBEshort f -- ???
ukn43 = readBEshort f -- ???
ukn44 = readBEshort f -- parent
ukn45 = readBEshort f -- always 0?
ukn46 = readBEfloat f -- position?
ukn47 = readBEfloat f
ukn48 = readBEfloat f
ukn49 = readBEfloat f
ukn50 = readBEfloat f
ukn51 = readBEfloat f
)
printblockpos "\tBones END" (ftell f);format "\n"
printblockpos ("Block5: ("+(ukn18 as string)+")") ukn17
fseek f ukn17 #seek_set
for i = 1 to ukn18 do (
ukn52 = readbyte f #unsigned --? float, divide by 0xFF
)
printblockpos "\tBlock5 END" (ftell f);format "\n"
printblockpos ("Block6: ("+(ukn20 as string)+")") ukn19
fseek f ukn19 #seek_set
tempArray = #()
for i = 1 to ukn20 do (
ukn53 = (readBElong f)+datArray.offset[d]
ukn54a = readbyte f #unsigned -- count
ukn54b = readbyte f #unsigned -- 0?
ukn54c = readbyte f #unsigned -- 0?
ukn54d = readbyte f #unsigned -- 0?
tempArray[i] = [ukn53,ukn54a]
)
for i = 1 to ukn20 do (
fseek f tempArray[i][1] #seek_set
for x = 1 to tempArray[i][2] do (
ukn57 = readbyte f #unsigned -- indexes
)
)
printblockpos "\tBlock6 END" (ftell f);format "\n"
printblockpos ("Material Table?: ("+(ukn22 as string)+")") ukn21
fseek f ukn21 #seek_set
for i = 1 to ukn22 do (
ukn58 = (readBElong f)+datArray.offset[d] -- offset to string
ukn59 = (readBElong f)+datArray.offset[d] -- offset to stuff after string
ukn60 = readBElong f -- always 0?
ukn61 = (readBElong f)+datArray.offset[d] -- offset to matrix data?
ukn62 = readBEshort f
ukn63 = readBEshort f
ukn64 = readBEshort f
ukn65 = readBEshort f -- string count
)
printblockpos "\tMaterial Table? END" (ftell f);format "\n"
printblockpos ("Block8: ("+(ukn24 as string)+")") ukn23
fseek f ukn23 #seek_set
for i = 1 to ukn24 do (
ukn66 = readBElong f -- count?
ukn67 = readBElong f -- float or hash?
)
printblockpos "\tBlock8 END" (ftell f);format "\n"
printblockpos ("Mesh Properties: ("+(ukn26 as string)+")") ukn25
pos = ukn25
nameArray=#()
for i = 1 to ukn26 do (
fseek f pos #seek_set
ukn68 = (readBElong f)+datArray.offset[d] -- offset to name
ukn69 = readBEfloat f -- position ?
ukn70 = readBEfloat f
ukn71 = readBEfloat f
ukn72 = readBEfloat f -- rotation ?
ukn73 = readBEfloat f
ukn74 = readBEfloat f
ukn75 = (readBElong f)+datArray.offset[d] -- offset to index data that comes after name
ukn76 = readBElong f -- count for above offset
ukn77 = readBElong f -- 0?
ukn78 = readBElong f -- 0?
ukn79 = readBElong f -- 0?
ukn80 = readBElong f -- 0?
ukn81 = readBElong f -- 0?
ukn82 = readBElong f -- 0?
ukn83 = (readBElong f)+datArray.offset[d] -- offset to index data that comes after name
ukn84 = readBElong f -- count for above offset
pos = ftell f
fseek f ukn68 #seek_set
mshName = (readstring f);print mshName
append nameArray mshName
fseek f ukn75 #seek_set
for x = 1 to ukn76 do (
ukn85 = (readBEshort f)+1
)
fseek f ukn83 #seek_set
for x = 1 to ukn84 do (
ukn86 = (readBEshort f)+1
)
)
printblockpos "\tBlock9 END" (ftell f);format "\n"
if ukn03a == 1 do (tristrip = true)
-- ukn13=0 --ignore faces
vertArray=#()
normArray=#()
uvwArray=#()
faceArray=#()
matidArray=#()
num_verts=mshArray.vert_count[1] --bufferArray[(mshArray.buffer_index[1])][1]
num_faces=mshArray.face_count[1] --bufferArray[(mshArray.buffer_index[1])][2]
-- num_verts=bufferArray[(mshArray.buffer_index[1])][1]
-- num_faces=bufferArray[(mshArray.buffer_index[1])][2]
vert_offset=bufferArray[(mshArray.buffer_index[1])][3]
face_offset=bufferArray[(mshArray.buffer_index[1])][4]
-- stride = ((face_offset-vert_offset)/num_verts) as integer
-- format "Calculated Stride: %\n" stride
vert_offset+=mshArray.vert_start[1]*stride
face_offset+=mshArray.face_start[1]*2
fseek f vert_offset #seek_set
for x = 1 to num_verts do (
pos = (ftell f)+stride
vx = ReadBEfloat f
vy = ReadBEfloat f
vz = ReadBEfloat f
tu = readBEHalfFloat f
tv = readBEHalfFloat f
-- nx = ReadBEfloat f
-- ny = ReadBEfloat f
-- nz = ReadBEfloat f
-- b1 = readbyte f #unsigned
-- b2 = readbyte f #unsigned
-- b3 = readbyte f #unsigned
-- b4 = readbyte f #unsigned
-- w1 = (readbyte f #unsigned)/255.0
-- w2 = (readbyte f #unsigned)/255.0
-- w3 = (readbyte f #unsigned)/255.0
-- w4 = (readbyte f #unsigned)/255.0
append vertArray ([vx,-vz,vy]*100)
append uvwArray [tu,(1-tv),0]
fseek f pos #seek_set
)
fseek f face_offset #seek_set
format "% Faces % + % @ 0x%\n" i num_faces num_verts ((bit.intAsHex(ftell f))as string)
fa=fb=fc=1
face_flip = false
face_reset = true
face_add = 1
if tristrip == true then (
x=1;while x<= num_faces do (x+=1
if face_reset == true then (
x+=2;face_reset=false;face_flip = false;append matidArray i
fa = (ReadBEshort f) + face_add
fb = (ReadBEshort f) + face_add
fc = (ReadBEshort f) + face_add
if face_flip == true then (append faceArray [fa,fb,fc];face_flip=false)
else(append faceArray [fa,fc,fb];face_flip=true)
)else(fa = fb;fb = fc;fc = ReadBEshort f
if fc!=0xFFFF then (fc += face_add;append matidArray i
if face_flip == true then (append faceArray [fa,fb,fc];face_flip=false)
else(append faceArray [fa,fc,fb];face_flip=true)
)else(face_reset=true)
)
)
)else(
for x = 1 to (num_faces/3) do (
fa = (ReadBEshort f) + face_add
fb = (ReadBEshort f) + face_add
fc = (ReadBEshort f) + face_add
faceArray[x]=[fa,fc,fb]
matidArray[x]=i
)
)
-- while IndexCounter !=num_faces
format "\t\t\t\t\tFaceEnd @ 0x%\n" ((bit.intAsHex(ftell f))as string)
-- faceArray=#()
msh = mesh vertices:vertArray tverts:uvwArray faces:faceArray --materialIDs:matidArray
buildTVFaces msh
-- msh.name = nameArray[1]
msh.material = multimaterial numsubs:ukn13
msh.displayByLayer = false
msh.backfacecull = on
msh.wirecolor = random (color 0 0 0) (color 255 255 255)
-- convertTo msh PolyMeshObject
-- select msh
-- subobjectLevel = 1
for j = 1 to uvwArray.count do setTVert msh j uvwArray[j]
for j = 1 to faceArray.count do setTVFace msh j faceArray[j]
for j = 1 to msh.material.count do (msh.material.materialList[j].Diffuse = random (color 0 0 0) (color 255 255 255))
)
default:(printblockpos ("WMB Not Supported: "+magic) datArray.offset[d])
)
)
default:(printblockpos ("Type Unknown: "+datArray.type[d]) datArray.offset[d])
)
)
)
default:(format "File Unknown: %\n" (magic as string))
)
format "Last Read @ 0x%\n" ((bit.intAsHex(ftell f))as string)
format "Flie Closed: %\n" fname
fclose f
) else (Print "Failed to Locate File")) else (Print "Aborted.")
[/code]
So does this mean people can get the models without your assistance?
[editline]4th March 2013[/editline]
Well, i guess it does.
[b]
GENTLEMEN.
GET CRACKIN.[/b]
Also anything any of you extract, send it to this man since he's eager to rig shit: [url]http://facepunch.com/member.php?u=432385[/url]
For the sake of everyone wanting these models, I hope the code [I]works[/I], and that the people utilizing it know what they're doing. Honestly, this thread has taken so many awkward turns.
[QUOTE=AaronM202;39803002]So does this mean people can get the models without your assistance?
[editline]4th March 2013[/editline]
Well, i guess it does.
[b]
GENTLEMEN.
GET CRACKIN.[/b]
Also anything any of you extract, send it to this man since he's eager to rig shit: [url]http://facepunch.com/member.php?u=432385[/url][/QUOTE]
1.) yes this is my current version of the script, but its still WIP. so yeah there's going to be problems, but I can't keep with this project.. tho still waiting for TR to download >_<
2.) Ninja Nub[NOR] isn't the only one that can port models, but if he is going to do them. then let him know I was going to do Mistral.
3.) lastly I've been the only one doing the "CRACKIN" and from all of that crazy flaming, no one here is a "GENTLEMEN" so LoL
Also yesterday I received a PM on deviantart from that guy whom originally made the request;
[QUOTE=CRASH_2317]i already got your script and extracted Raiden. Now, the only thing i need from you is correct script to get the textures of him. I didn't say i don't need you, i said that you was as a helpful addition to my extraction work.
[/QUOTE]
I posted the texture extractor the other day, and today got this from him;
[QUOTE=CRASH_2317]Very helpful.[/QUOTE]
seems he got ahead of you guys, better hurry :D
Yay, progress.
Too bad CRASH had to get himself permabanned, he could've been useful at this point, but oh well. There are others.
Am I the only one here to get wolf out of there ? haha
if anyone finds the .DAT file please let everyone know ;)
I might make a list of what dat file is what.
You've ripped Wolf?
If so, is the visor opened or closed? Because it's visor's closed at all times during actual gameplay if I remember.
(Asking out of curiosity, because every desperado gang member has a maskless model, I'm wondering if the same applies for Wolf)
[QUOTE=ILikeSharks;39803913]Yay, progress.
Too bad CRASH had to get himself permabanned, he could've been useful at this point, but oh well. There are others.[/QUOTE]
no he wouldnt have... he had no idea what he was doing and lied about everything he did, second he barely knows how to use 3ds max.
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