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Search found 928 matches
- Sun Mar 08, 2020 10:10 pm
- Forum: 3D/2D models
- Topic: Noesis g1m/g1t/g1a importer
- Replies: 332
- Views: 42795
Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)
Excellent work guys! Will be sure to try it out! I see you guys actually figured out what the vertex shader was doing rather than trying to just interpret the byte code like I did
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- Wed Jan 16, 2019 1:10 pm
- Forum: Game Archive
- Topic: Resident Evil 2 Remake - demo PAK file
- Replies: 140
- Views: 45048
Re: Resident Evil 2 Remake - demo PAK file
Nice zaramot, you still extracting models? You're a robot!
- Wed Jan 16, 2019 11:07 am
- Forum: Game Archive
- Topic: Resident Evil 2 Remake - demo PAK file
- Replies: 140
- Views: 45048
Re: Resident Evil 2 Remake - demo PAK file
I just patched it quickly to load Leon properly. It still uses some hardcoded stuff and not suitable for general use. Also not all vertex types are supported. I have no plans to polish it and release it, since it is not my tool anyway. Wait for semory to release a proper RE2 support. I don't think ...
- Thu Jan 26, 2017 1:31 am
- Forum: Game Archive
- Topic: Resident Evil 7 demo PAK file
- Replies: 91
- Views: 33639
Re: Resident Evil 7 demo PAK file
Awesome lol. Told you just gotta wait for Ekey, king of hooks, to do his thing hahahaha. Ekey, how do you find the function to hook? Do you just step through a debugger checking eax or something?
- Tue Jan 24, 2017 11:46 pm
- Forum: Game Archive
- Topic: Resident Evil 7 demo PAK file
- Replies: 91
- Views: 33639
Re: Resident Evil 7 demo PAK file
crude exporter on xnalara site. models and textures... just need ekey to do his thing lol.
- Sun Nov 08, 2015 1:33 am
- Forum: Game Archive
- Topic: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
- Replies: 282
- Views: 86083
Re: Rise of the Tomb Raider Bigfile.000.tiger
material files also reference textures by hashes. could do some texture modding... thus you need hashes for auto texture.
goooooo ekey! i still don't understand why you don't come to the US to work here rather than waste your life mapping strings to 22,000+ different hash IDs
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goooooo ekey! i still don't understand why you don't come to the US to work here rather than waste your life mapping strings to 22,000+ different hash IDs

- Mon Oct 05, 2015 2:55 am
- Forum: 3D/2D models
- Topic: [PS3]Yoru no Nai Kuni
- Replies: 6
- Views: 2375
Re: [PS3]Yoru no Nai Kuni
If you PM me the rest of the character model folder I'll send you some OBJ files.


- Sat Sep 19, 2015 4:30 am
- Forum: 3D/2D models
- Topic: Loading up the skeleton for XNALara format
- Replies: 5
- Views: 1801
Re: Loading up the skeleton for XNALara format
Didn't test it but I looked at your code and only thing I can nitpick is that XNALara/XPS was written in C# and strings are written with a length that is LEB128 encoded. Longer bone names and/or texture filenames may not load correctly in your code. http://jen20.com/2015/02/10/reading-dot-net-string...
- Wed Sep 09, 2015 1:31 am
- Forum: 3D/2D models
- Topic: One Piece Pirate Warriors 3 [PC Version]
- Replies: 9
- Views: 7572
Re: One Piece Pirate Warriors 3 [PC Version]
if you aren't afraid of shader model assembly, i can give you the vertex shader for the cloth. this is what we know so far: 1. cloth control points are stored in NUNO and NUNV chunks. 2. cloth anchor points in the vertex buffer have lots of zeroes in them (anchor points = the cloth points that attac...
- Sun Aug 30, 2015 9:19 pm
- Forum: Website
- Topic: The Results are in! The Future of the Forum Poll!
- Replies: 17
- Views: 11547
Re: The Results are in! The Future of the Forum Poll!
Wow, Ekey, you've been here that long? Damn!
- Tue Aug 11, 2015 10:27 am
- Forum: Website
- Topic: The future of the forum: Ideas, suggestions and general.
- Replies: 49
- Views: 15041
Re: The future of the forum: Ideas, suggestions and general.
People come to xentax for model extraction scripts (32,000 and 26,000 posts in Game Archive and 3D Models respectively), and the releases here have really slowed down a bit. I don't really post any tools anymore because I've seriously gotten bored of the "find vertex buffer," "find index buffer," "f...
- Sun Aug 02, 2015 11:18 am
- Forum: 3D/2D models
- Topic: [PS3] Shin Gundam Musou (2013)
- Replies: 24
- Views: 5709
Re: [PS3] Shin Gundam Musou (2013)
you're welcome. it's been a long time since i worked on this tool and i haven't been very active as of late so i don't remember if my tool worked on the DLC files, that is, if you can unpack the PKG files. i just don't remember. some people sent me the DLC files for the arios gundam and others but i...
- Sun Jul 26, 2015 9:40 pm
- Forum: Game Archive
- Topic: Tekken Revolution
- Replies: 3
- Views: 1242
Re: Tekken Revolution
Steven's Gas Machine
google it
google it
- Mon Jul 20, 2015 9:47 pm
- Forum: Game Archive
- Topic: Android RE
- Replies: 0
- Views: 575
Android RE
So I got this game some people sent me the game data, APK and a bunch of SO files. The game data is encrypted and probably compressed. Unpacked the APKs to class files and looked at all the code and there was nothing about encryption or compression so I looked at the SO files. One was the unity SO, ...
- Thu May 07, 2015 6:38 pm
- Forum: 3D/2D models
- Topic: The Simpsons Game .HSKN
- Replies: 7
- Views: 2070
Re: The Simpsons Game .HSKN
rebellion games were quite interesting... to this day, it's the only game that i have ever seen that uses ONE vertex format/input layout for everything. even crates have 0 0 0 0 FF 0 0 0 for each vertex even though they aren't animated. in zombie army trilogy the devs were also so lazy that to add f...