Tales Runner - .pt1 and .m1 format

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
RDY
Posts: 12
Joined: Fri Jan 03, 2020 9:37 pm

Re: Tales Runner - .pt1 and .m1 format

Post by RDY »

You are very kind. Thank you! I wish you a nice day. :D
ppHop_gazatu_bbaper
Posts: 5
Joined: Thu Jul 18, 2019 8:41 pm

Re: Tales Runner - .pt1 and .m1 format

Post by ppHop_gazatu_bbaper »

DJ Normality wrote:Image
Here is your layout. Along with starting points.
Image
These are your Uv's.
Image
Here are your faces.
Image
Render
Image
Extracted File
https://drive.google.com/file/d/1JodEe3 ... sp=sharing


Hey, can you please convert the "el_accback_001.m1" too? From the mega.nz link I've posted here? (The op)

Thank you.
Karpati
Posts: 107
Joined: Wed Nov 12, 2014 1:46 pm

Re: Tales Runner - .pt1 and .m1 format

Post by Karpati »

ppHop_gazatu_bbaper wrote:Hey, can you please convert the "el_accback_001.m1" too? From the mega.nz link I've posted here? (The op)


Here I attached the converted model.
ppHop_gazatu_bbaper
Posts: 5
Joined: Thu Jul 18, 2019 8:41 pm

Re: Tales Runner - .pt1 and .m1 format

Post by ppHop_gazatu_bbaper »

Karpati wrote:
ppHop_gazatu_bbaper wrote:Hey, can you please convert the "el_accback_001.m1" too? From the mega.nz link I've posted here? (The op)


Here I attached the converted model.

Thank you.
Could you please look inside these models too?
I'm looking for the Cape Model, with bones, preferably .fbx or any other extension maya 2019 allows, thank you again and sorry for bothering this much. I only need the cape, nothing else (I thought they were the acc back since it had the same texture name, but it turns out those were the cards).

https://mega.nz/#F!JQJTFaAS!8-axPljMNsyazwkCzseaDw
Karpati
Posts: 107
Joined: Wed Nov 12, 2014 1:46 pm

Re: Tales Runner - .pt1 and .m1 format

Post by Karpati »

DJ Normality,

Can you give me a tip how to skip the unknown data block immediately after the face datas?
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Tales Runner - .pt1 and .m1 format

Post by DJ Normality »

No sorry I know nothing about scripting.
Karpati
Posts: 107
Joined: Wed Nov 12, 2014 1:46 pm

Re: Tales Runner - .pt1 and .m1 format

Post by Karpati »

DJ Normality wrote:No sorry I know nothing about scripting.


I don't write scripts also, I was just asking on a theoretical level.
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Tales Runner - .pt1 and .m1 format

Post by DJ Normality »

Look for the 00 00 01 00 02 00 03 pattern these are the faces. Always. And seems to be the first 2 bytes in these files is nothing.
ppHop_gazatu_bbaper
Posts: 5
Joined: Thu Jul 18, 2019 8:41 pm

Re: Tales Runner - .pt1 and .m1 format

Post by ppHop_gazatu_bbaper »

DJ Normality wrote:Look for the 00 00 01 00 02 00 03 pattern these are the faces. Always. And seems to be the first 2 bytes in these files is nothing.

I guess I should send the entire folder exported, I didn't add the .pt3 files and .pt1, maybe that's why
Karpati
Posts: 107
Joined: Wed Nov 12, 2014 1:46 pm

Re: Tales Runner - .pt1 and .m1 format

Post by Karpati »

DJ Normality wrote:Look for the 00 00 01 00 02 00 03 pattern these are the faces. Always. And seems to be the first 2 bytes in these files is nothing.


I have not problem with the face datas.

I would you like to skip the unknown data block immediately after the face datas.
Karpati
Posts: 107
Joined: Wed Nov 12, 2014 1:46 pm

Re: Tales Runner - .pt1 and .m1 format

Post by Karpati »

ppHop_gazatu_bbaper wrote:Could you please look inside these models too?
I'm looking for the Cape Model, with bones, preferably .fbx or any other extension maya 2019 allows, thank you again and sorry for bothering this much. I only need the cape, nothing else (I thought they were the acc back since it had the same texture name, but it turns out those were the cards).

https://mega.nz/#F!JQJTFaAS!8-axPljMNsyazwkCzseaDw


Today I have finished my .m1/.pt1 loader modules for CharModelMesh2, CharModelBoneMesh1 type models.

If you upload the .pt1 files for the uploaded .m1 files, I can convert these multimaterialized models to .obj/mtl formats for you.
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Tales Runner - .pt1 and .m1 format

Post by DJ Normality »

Great job man! Did you use any of my research in the build or did you figure it out on your own aswell?
Karpati
Posts: 107
Joined: Wed Nov 12, 2014 1:46 pm

Re: Tales Runner - .pt1 and .m1 format

Post by Karpati »

DJ Normality wrote:Great job man! Did you use any of my research in the build or did you figure it out on your own aswell?


I have figured it out myself.
Karpati
Posts: 107
Joined: Wed Nov 12, 2014 1:46 pm

Re: Tales Runner - .pt1 and .m1 format

Post by Karpati »

I have finished my Tales Runner .m1/.pt1 loader modules and I have released the following programs as web updates:

- 3D Object Converter v7.022 (Windows)
- i3DConverter v3.702 (macOS)
- i3DConverter v1.702 (Linux)

How to get the 3D Object Converter v7.022:
Download the 3D Object Converter from http://3doc.i3dconverter.com and install it or download and use the portable version.
After it just use the Help/Check for updates... function to get the v7.022.

How to get the i3DConverter v3.702 macOS:
Download the i3DConverter from http://www.i3dconverter.com and install it.
After it just use the Help/Check for updates... function to get the v3.702.

How to get the i3DConverter v1.702 Linux:
Download the i3DConverter from http://www.i3dconverter.com and install it.
After it just use the Help/Check for updates... function to get the v1.702.
RDY
Posts: 12
Joined: Fri Jan 03, 2020 9:37 pm

Re: Tales Runner - .pt1 and .m1 format

Post by RDY »

Oh, I also tried 3D Object Converter v7.022. However, the original version of the polygon cannot be saved in the trial version. I'm so sad. :cry: