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Showing most liked content since 02/25/2019 in all areas

  1. 1 point
    By gracious thanks to the wonderful admins here at SF-O (Specifically Sideways, thank you friend) I'm back, it kinda saddens me to see this place so slow and such, but i guess that's kinda the product of little Starfox releases, even with Event horizon.... So umm.. hello everyone, old and new.
  2. 1 point
    What Quad said. Plus, it goes deeper than that. People come onto the site, and they see without entering how many people are in the chat room, even if there's only one or two people in there, it gives the impression to a newcomer that there are actually people here.They write their introductory post on the forums, but they don't have to wait for people to reply to actually speak to other members, because they can just go into the chat room and speak with the members there. The replacement chat feature at the top of every page now now only obnoxiously intrudes on the screen space, but people don't use it like they would use the chat room. Before, many people in this site would have the chat open in its own tab, while doing other things, and just leave it there so that if others wanted to, they'd stop in and say hi. Additionally, while people used the chat room, it would create a better sense of community throughout the regular users of the site, which incentivized people to use the forum pages in order to help that community thrive. The chat room and the forum pages made up for the weaknesses of each other, and removal of one results in the downfall of the other, as we've seen. As I'm typing this, other than Quadroline's message from earlier today, the last message in the chat box was almost two weeks ago. That makes perfect sense, as well. Why send anything there at all if it's up in the air as to whether or not you'll even get a response? People come to the forum pages to look at the forums, so when they do, they skip right over the chat box. Integrating the two has diluted the site, which has caused a fundamental shift in the way people use the site, which in turn has turned people away, resulting in a site which has very little traffic lately. That's what was so special about the chat room.
  3. 1 point
    Hello everybody, first post here. A little bit ago I decided I wanted to get the models out of Adventures for a few projects I wanted to work on. Since I have a bit of experience in this area and a bit of free time I figured I'd see if I could throw together a little model ripper for fun and see what I could end up with. I didn't want to mention or post anything until I got it at 100 percent, but unfortunately my schedule coming up is looking pretty full and I don't think I'll be getting much of a chance to work on it anytime soon. So I've decided to release what I have at the moment in case anyone happens to be interested. In general it seems to be working pretty well. It can rip the majority of models out of the game's 'MODELS.bin' and 'mod##.zlb.bin' files. It exports as a Maya Ascii (.ma) file. I realize this may not be the most convenient option, but prior experience has taught me that the common interchange formats simply don't support all the features I desire when working on these projects. Known issues: - It doesn't link multiple UV sets to their appropriate textures. - It will often report success extracting linked textures even if the process failed. - The initial perspective viewport errors out, leaving you in a fallback camera. Possible issues: - There may be an issue with assigning certain weight values. From what I've seen this is probably pretty minor, if it is a problem at all). Download link, as well as character models and textures for the main cast can be found here. Change log: Images: Other notes: It's a basic console application, just drag and drop the files you want extracted. If there are 'TEX1.tab' and TEX1.bin' files in the same folder as the file being extracted it will extract and link the textures automatically. Without the texture files present at the time of extraction, the textures will need to be linked to the models manually. In the case of 'mod##.zlb.bin' files, the files on the root of the disk are just copies of files of the same name in the other folders. If you want it to extract the textures for those models you will have to extract it from the folder containing that file, as the texture files on the root do not contain those textures. Finally I'll release the source after I've cleaned it up a bit if anyone has any interest.
  4. 1 point
    I've uploaded this tool to MEGA, and I'll be putting the link in this post, assuming it shows up. I will admit though, I do not have the source code of the tool, so making adjustments to it may be more challenging if anyone wants to do such a thing. Also, out of curiosity, are there any other types of sites that I should upload it to? https://mega.nz/#!NSR2ib6J!9_QAhU_TFeNPUszJV_NQpdYrabf3LSyZjUpxL0CKgNw