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JL-Mod

107 bytes removed, 15:53, 4 March 2022
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— The most reliable way is to open the .JAR with a decompiler and watch the main imports, .JAR file into it <code>.mbac</code> and <code>.mtra</code> formats, It's represent Mascot Capsule V3!. Its available only for
Sony Ericsson phones, That used Mascot Capsule 3D [https://minexew.github.io/2018/12/29/mascotcapsule.html MBAC / MTRA] technology, which makes launching / modding games for SE 3D even more affordable!, mostly Mascot Capsule 3D games has this technology.
 
— [https://github.com/Durik256/MBAC-to-OBJ MBAC2OBJ] Windows shell for converting Mascot Capsule files (.mbac) into an understandable format for most 3D editors (.obj)!.
 
— [https://github.com/Durik256/Noesis-plugin-.mbac- Noesis plugin] for open (.mbac) and export all support format and for fishlabs model use [https://drive.google.com/file/d/1-jIxHWXWrcThrP-oiv0UOXGtb99h3Moq/view?usp=sharing FishPic.exe]. Also [https://github.com/minexew/mbac-gallery Render a gallery of MBAC] models... information about [https://github.com/j2me-preservation/MascotCapsule/blob/master/Format_Descriptions/MBAC.md MBAC] file format
 
— [https://github.com/j2me-preservation/MascotCapsule Here] you can find out Mascot Capsule Micro3D resources, research, libraries and tools.
 
— If you want to make your own custom model in a game that has mbac / mtra technology, you should know that mbac - model, mtra - animation is a container with (bac / tra) models in the limit of 4Mb. [https://sourceforge.net/projects/bactra-blender BAC / TRA Export (Blender)]<small>*</small>BacTra Exporter for Blender
The Bac/Tra format is common to versions of Mascot Capsule 3D rendering engine released by Hi Corporation. Mascot Capsule is a de facto standard 3D engine for cellular phone handsets.
 
— Program for converting [https://web.archive.org/web/20181004073841/http://javamodel.ucoz.ru/load/soft/mascot_capsule/2 Bac/Tra to MBAC / MTRA] And remember no less than 4MB! if the model is new, you will need texturing for the main textures of the game, decrypted by the same Fishpic and encrypted back!.
 
</small></i>
; → Mods with replacement of 3D models
<small><i>Another advantage of the Mascot capsule was that, unlike the M3G, 3D models were easily replaced. — [https://github.com/Durik256/MBAC-to-OBJ MBAC2OBJ] Windows shell for converting Mascot Capsule files (.mbac) into an understandable format for most 3D editors (.obj)!. — [https://github.com/Durik256/Noesis-plugin-.mbac- Noesis plugin] for open (.mbac) and export all support format and for fishlabs model use [https://drive.google.com/file/d/1-jIxHWXWrcThrP-oiv0UOXGtb99h3Moq/view?usp=sharing FishPic.exe]. Also [https://github.com/minexew/mbac-gallery Render a gallery of MBAC] models... information about [https://github.com/j2me-preservation/MascotCapsule/blob/master/Format_Descriptions/MBAC.md MBAC] file format — [https://github.com/j2me-preservation/MascotCapsule Here] you can find out Mascot Capsule Micro3D resources, research, libraries and tools. — If you want to make your own custom model in a game that has mbac / mtra technology, you should know that mbac - model, mtra - animation is a container with (bac / tra) models in the limit of 4Mb. [https://sourceforge.net/projects/bactra-blender BAC / TRA Export (Blender)] for BlenderThe Bac/Tra format is common to versions of Mascot Capsule 3D rendering engine released by Hi Corporation. — Program for converting [https://web.archive.org/web/20181004073841/http://javamodel.ucoz.ru/load/soft/mascot_capsule/2 Bac/Tra to MBAC / MTRA] And remember no less than 4MB! if the model is new, you will need texturing for the main textures of the game, decrypted by the same Fishpic and encrypted back!. </small></i>
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