Msh.name = Mesh_Info_Array.Mesh_Name + "_" + b as stringįor j = 1 to UV_unt do setTVert msh j UV_arrayįor j = 1 to Face_unt do setTVFace msh j Face_arrayįor j = 1 to Normal_array. Msh = mesh vertices:Vert_array faces:Face_array W = (weight_data boneids:#() weights:#())īaseFace = Mesh_Info2_Array.MeshGroup)].FaceStartįseek f ((Mesh_Info_Array.FaceStart * 2) + BaseFace)#seek_setįor d = 1 to Mesh_Info_Array.facecount do (įseek f (Mesh_Info_Array.InfoStart + 0x50)#seek_set Vertsize = Mesh_Info2_Array.MeshGroup)].vertsizeįseek f (BaseVert + (Mesh_Info_Array.vertstart * vertsize))#seek_setįor c = 1 to Mesh_Info_Array.vertcount do ( Vert_Start,FaceStart,VertTotal,FaceTotal,vertsizeįseek f (Vert_Start + VertTotal)#seek_setįseek f (16 - (mod (ftell f) 16))#seek_curĪppend Mesh_Info2_Array (Mesh_Info2_Struct Vert_Start:Vert_Start FaceStart:FaceStart VertTotal:VertTotal FaceTotal:FaceTotal vertsize:vertsize)Īppend Mesh_Info_Array (Mesh_Info_Struct Mesh_Name:Mesh_Name vertstart:vertstart vertend:vertend vertcount:vertcount facecount:facecount InfoStart:InfoStart MeshGroup:MeshGroup FaceStart:FaceStart)īaseVert = Mesh_Info2_Array.MeshGroup)].Vert_Start M41 = ReadBElong f m42 = ReadBElong f m43 = ReadBElong f m44 = ReadBElong f M31 = ReadBEFloat f m32 = ReadBEFloat f m33 = ReadBEFloat f m34 = ReadBEFloat f M21 = ReadBEFloat f m22 = ReadBEFloat f m23 = ReadBEFloat f m24 = ReadBEFloat f M11 = ReadBEFloat f m12 = ReadBEFloat f m13 = ReadBEFloat f m14 = ReadBEFloat f (type = "PHSB"): append PHSB_array (type_Info_Struct Pos:Pos type:type typesize:typesize) (type = "KSEM"): append KSEM_array (type_Info_Struct Pos:Pos type:type typesize:typesize) (type = "RDHS"): append RDHS_array (type_Info_Struct Pos:Pos type:type typesize:typesize) (type = "ARTM"): append ARTM_array (type_Info_Struct Pos:Pos type:type typesize:typesize) (type = "TNOJ"): append TNOJ_array (type_Info_Struct Pos:Pos type:type typesize:typesize) (type = "RXET"): append RXET_array (type_Info_Struct Pos:Pos type:type typesize:typesize) Mesh_Name,vertstart,vertend,vertcount,facecount,InfoStart,MeshGroup,FaceStart Str += bit.intAsChar (ReadByte bstream #unsigned) OutputAsFloat = bit.or (bit.or (bit.shift fraction 13) (bit.shift exponentF 23)) (bit.shift sign 31) Ouput 32 bit integer representing a 32 bit float Return (bit.swapBytes (readshort fstream #unsigned) 1 2)Įxponent = (bit.shift (bit.and inputAsInt (bit.hexasint "7C00")) -10) as integer - 16įraction = bit.and inputAsInt (bit.hexasint "03FF") S = (substring h 7 2) + (substring h 5 2) + (substring h 3 2) + (substring h 1 2) Print ("This is the offset 0x" + (bit.intAsHex Var) as string) Histor圜ategory:"No More Heroes 360 ObjectPresets"įor i = 17 to 32 do short = bit.set short i b Types:"No More Heroes 360 Model File(*model)|*model" \ Prevents "Runtime Error: Out of scripter memory"Ĭaption:"Open No More Heroes 360 Model File" \ HeapSize = 200000000 - allow ~ 40 MB instead of just 7.5 MB. Guess thats why we see alot of complaints about EU and mostly like NA Heroes Paradise not having dual audio. Im surprised more people didnt already know this. Code: Select all if (heapSize < 20000000) then Both the original No More Heroes and No More Heroes 2 were originally voiced in english, Basically if heroes paradise never existed NMH would only be voiced in english.
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