READ THE RULES: Click here

Follow us on Facebook: https://www.facebook.com/xentax/ :)

Search found 45 matches

by Kein
Sat Oct 12, 2019 4:38 pm
Forum: Code Talk
Topic: What do people use nowadays to decompile lua scripts?
Replies: 0
Views: 24

What do people use nowadays to decompile lua scripts?

Have a bunch of compiled LUA (LUB) scripts in Trine 4, seems like headers says it is 5.1. I found some ancient CHunkSpy tool but it does not work it 5.1
There was to be some moderately new decompiler/disassembler.
by Kein
Mon Aug 12, 2019 5:31 pm
Forum: Game Archive
Topic: Looking for C++ daddy, who dabbed into UE4 internals before
Replies: 7
Views: 247

Re: Looking for C++ daddy, who dabbed into UE4 internals before

It's just a string. Hash calculations won't fixed in Unreal Engine. Each user of the engine can convert any hash result to a string. You probably should avoid talking about things you don't have knowledge on. There are a lot of fixed hash-algorithms in UE4 like CasePreservingHash or NonPreservingHa...
by Kein
Sun Aug 11, 2019 6:04 am
Forum: Game Archive
Topic: Looking for C++ daddy, who dabbed into UE4 internals before
Replies: 7
Views: 247

Re: Looking for C++ daddy, who dabbed into UE4 internals before

Pretty sure TextProperty's Hash is somethiing that is generic
by Kein
Fri Aug 09, 2019 5:32 am
Forum: Game Archive
Topic: Looking for C++ daddy, who dabbed into UE4 internals before
Replies: 7
Views: 247

Re: Looking for C++ daddy, who dabbed into UE4 internals before

Can you provide a few example files? Sure, added to files. PB_DT_DialogueTextMaster.uasset Skip to 373056 (decimal offset) and you will see first TextProperty in action. 373 061 is lenght of the hash, then ANSI hash itself (Fstrings in UE4 assets terminated by \0), then the length of the UTF16LE st...
by Kein
Wed Aug 07, 2019 6:02 pm
Forum: Game Archive
Topic: Looking for C++ daddy, who dabbed into UE4 internals before
Replies: 7
Views: 247

Looking for C++ daddy, who dabbed into UE4 internals before

I'm working on a primitive *.uasset serializer for Data Tables and String Tables and there are few issues I could use help with. I'm not really verse in C++ and to be frank just seeing C++ syntax and structure make me want to puke. Anyway, most of the relevant info is here: https://github.com/EpicGa...
by Kein
Thu Jan 17, 2019 3:53 am
Forum: Game Archive
Topic: Resident Evil 2 Remake - demo PAK file
Replies: 134
Views: 25790

Re: Resident Evil 2 Remake - demo PAK file

Oh I see, looks like it cant find "inc_noesis" module and that module wants javabridge with Oracle JRE installed. The latter is a hard pass here.
by Kein
Thu Jan 17, 2019 3:19 am
Forum: Game Archive
Topic: Resident Evil 2 Remake - demo PAK file
Replies: 134
Views: 25790

Re: Resident Evil 2 Remake - demo PAK file

I have bunch of different version of Blender installed but none of them pick up python script.

is there something else required?
by Kein
Tue Jun 27, 2017 10:18 pm
Forum: 3D/2D models
Topic: Assets Unity 5.4 and higher?
Replies: 6
Views: 1070

Re: Assets Unity 5.4 and higher?

This is a long shot but does anyone by any chance knows how to get list of all PlayMaker events? Raw format will do, just to have it.
by Kein
Tue Jun 20, 2017 3:34 pm
Forum: Graphic file formats
Topic: Unity .sprite files
Replies: 5
Views: 1111

Re: Unity .sprite files

dragonzh wrote:
Kein wrote:I have similar question I need to get usable format from raw extracted sprite and convert it back into unity format, any ideas?
.sprite format does not contain an image. It can have a mask of vertices and faces for the sprite image.
Yeah I know, I still need to edit it.
by Kein
Mon Jun 19, 2017 3:06 pm
Forum: Graphic file formats
Topic: Unity .sprite files
Replies: 5
Views: 1111

Re: Unity .sprite files

I have similar question I need to get usable format from raw extracted sprite and convert it back into unity format, any ideas?
by Kein
Wed Dec 21, 2016 3:24 pm
Forum: Game Archive
Topic: Resident Evil 7 demo PAK file
Replies: 89
Views: 25129

Re: Resident Evil 7 demo PAK file

Gh0stBlade wrote:
Kein wrote:Okay, so I suppose some people will tweak existing tools for RE6 to be able to process RE7 data.
No, all formats I've seen so far, except the texture format has been altered.
Texture format was altered too at least ARCtool does not work anymore with it
by Kein
Wed Dec 21, 2016 2:15 pm
Forum: Game Archive
Topic: Resident Evil 7 demo PAK file
Replies: 89
Views: 25129

Re: Resident Evil 7 demo PAK file

Okay, so I suppose some people will tweak existing tools for RE6 to be able to process RE7 data.
by Kein
Wed Dec 21, 2016 9:06 am
Forum: Game Archive
Topic: Resident Evil 7 demo PAK file
Replies: 89
Views: 25129

Re: Resident Evil 7 demo PAK file

Aren't they encrypted?
by Kein
Mon Dec 19, 2016 10:37 pm
Forum: Game Archive
Topic: Resident Evil 6
Replies: 99
Views: 29503

Re: Resident Evil 6

Finally, I could extract the models with normals but without full bones. That's I'm working on for now to find a way to extract the bones from multiple vertex definitions!!! But one problem still remains : extracting textures. Anyone knows something about extracting original .dds textures from pack...
by Kein
Mon Dec 19, 2016 2:09 pm
Forum: Game Archive
Topic: Resident Evil 7 demo PAK file
Replies: 89
Views: 25129

Re: Resident Evil 7 demo PAK file

What format RE6 used?