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Search found 132 matches

by Apollo
Sun Apr 14, 2019 1:20 pm
Forum: Graphic file formats
Topic: SDBH: WM Cards in .dds file that I can't open for some reason...
Replies: 1
Views: 222

Re: SDBH: WM Cards in .dds file that I can't open for some reason...

Unfortunately it's encrypted/compressed(?) so no tool is gonna work on it, game developer has gone to long lenghts to protect the textures from rip.
If your lucky, some right talent people can try figure out/reverse engineer the protection layer.
by Apollo
Sun Mar 31, 2019 8:36 am
Forum: Game Archive
Topic: Ace Combat 7 - key to open .pak
Replies: 19
Views: 6205

Re: Ace Combat 7 - key to open .pak

I looked at the uasset/uexp files too, they are clearly extracted at the right size so there is no compression on them but actual data is entirely ciphered as actual textural data has no zeroes along data (except header fields) which is typically the case and decoded texture data is total garbage th...
by Apollo
Thu Feb 07, 2019 8:59 am
Forum: Graphic file formats
Topic: 300Glamorous Heroes - How To Open .PKM Files?
Replies: 3
Views: 295

Re: 300Glamorous Heroes - How To Open .PKM Files?

You have to figure out the precise encryption method used (I would doubt they put that info an filelist.xml) and there are so many of those as possibilities, once you know it, then you can seek for an decrypter tools on net or try find programmer write one based on OpenSSL etc, once the file is decr...
by Apollo
Tue Feb 05, 2019 7:58 am
Forum: Game Archive
Topic: JoWood's The Nations / Alien Nations 2 (*ca)
Replies: 4
Views: 345

Re: JoWood's The Nations / Alien Nations 2 (*ca)

Would need example files if want someone's help on this as else it's just guessing work without being able to try. Anyway do the files have tga extensions on name or where the TGA assumption is from? It's often that name has the input image extension and yet the stored one may not be TGA/generic for...
by Apollo
Tue Feb 05, 2019 7:34 am
Forum: Graphic file formats
Topic: Opening resS Files
Replies: 3
Views: 778

Re: Opening resS Files

You can't open unity .resS files directly, they are just raw data storage without any headers, all references and offsets and file information is held on the assets files (which you use to extract .resS contents) and if those bundles/assets files will not open by those tools, you got a big problem i...
by Apollo
Tue Feb 05, 2019 7:28 am
Forum: Graphic file formats
Topic: 300Glamorous Heroes - How To Open .PKM Files?
Replies: 3
Views: 295

Re: 300Glamorous Heroes - How To Open .PKM Files?

Problem alright, those files are ENCRYPTED and not normal, looks like they have intentionally put measures in to stop you decoding them and worse yet, seemingly whole file is obscured, not just header. Would need some pretty good programmer guys to figure out the method to decipher it and such peopl...
by Apollo
Tue Jan 15, 2019 8:03 am
Forum: Graphic file formats
Topic: *.spr and *.pal
Replies: 5
Views: 599

Re: *.spr and *.pal

Just my few cents having looked a little. pal files are standard vga 6-bit palette, the spr/s32 files format header is simple, first byte is seemingly format byte to be followed by width and height and the count. However thats where things get dicey, actual data is compressed in both cases seemingly...
by Apollo
Sun Nov 25, 2018 8:26 am
Forum: Game Archive
Topic: .uexp image import
Replies: 2
Views: 361

Re: .uexp image import

You can't import directly to a compiled asset file, you have to install the Unreal Engine 4 software (free) and use it to compile your own art asset files that you maybe in theory can use to replace.
by Apollo
Wed Nov 14, 2018 6:56 am
Forum: Graphic file formats
Topic: MECC Opening Night Bitmap Files
Replies: 13
Views: 936

Re: MECC Opening Night Bitmap Files

Looks like my RLE hunch was pretty close since got results, however I realised there is likely a background vs content issue apparently, the zero used as white inside the dog is not supposed to be 'hole' yet the dog outer edges of same zeroes is, it may be that the rle count byte zeros (1-127,0) sho...
by Apollo
Tue Nov 13, 2018 10:57 am
Forum: Graphic file formats
Topic: MECC Opening Night Bitmap Files
Replies: 13
Views: 936

Re: MECC Opening Night Bitmap Files

Thanks for the intel! I'll start on that tool. As for the CBMP files being 24-bit, do you think they could still be 24-bit even though the game installer says the game requires 256 Color mode in Windows? It's just a one theory for the color mismatch issue, other scenario is that they are also 256 c...
by Apollo
Sun Nov 11, 2018 11:31 am
Forum: Graphic file formats
Topic: MECC Opening Night Bitmap Files
Replies: 13
Views: 936

Re: MECC Opening Night Bitmap Files

Here are some files that are in a folder in the archive called "RLES." I'm pretty sure given the name these are RLE bitmaps. What I've made of the header so far is: 2 bytes: # of images in RLE file 2 bytes: Size X 2 bytes: Size Y 4 bytes: offset of pixel data 4 bytes: length of pixel data in bytes ...
by Apollo
Sat Nov 10, 2018 12:11 pm
Forum: Graphic file formats
Topic: MECC Opening Night Bitmap Files
Replies: 13
Views: 936

Re: MECC Opening Night Bitmap Files

I looked at this a bit but there is odd problems, first of all, the colorlist does not match 100% at all vs the screenshot image content, there is noticeable quality deteriorating matching back to it which should not be the case or there is other colorlist that is used as I tried both RGB and BGR or...
by Apollo
Mon Nov 05, 2018 9:39 am
Forum: Graphic file formats
Topic: MECC Opening Night Bitmap Files
Replies: 13
Views: 936

Re: MECC Opening Night Bitmap Files

It would help if you post a few sample files somewhere along the colorlst file if you want somebody take a look, looking at mere hex code isn't always useful. The data could be uncompressed for all we know as you've not provided any filesize infos either, alternatively presence of 00s is not mandato...
by Apollo
Fri Sep 07, 2018 11:46 am
Forum: Game Archive
Topic: Feeding Frenzy 2 Sprite ripping (.theora)
Replies: 3
Views: 519

Re: Feeding Frenzy 2 Sprite ripping (.theora)

Unfortunately it seems those .theora files are not exactly 'standard' and theora decoder refuses to comply on the files as there isn't even OggS wrapper on these or other standard wrapper to my eye, just theora payload as itself. This would need a programmer familiar with libtheora to work out the d...
by Apollo
Thu Aug 23, 2018 5:25 pm
Forum: Graphic file formats
Topic: Raw texture previewer/converter
Replies: 64
Views: 17759

Re: Raw texture previewer/converter

daemon1 wrote: You must be working with some old game (pre-dx10) ?
Well, it was released in 2016 with Unity game engine but yeah such type was just single file.