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by Kung Fu Man
Tue Nov 25, 2014 6:13 pm
Forum: 3D/2D models
Topic: Splatterhouse NIF, possible to reverse engineer w/maya file?
Replies: 0
Views: 507

Splatterhouse NIF, possible to reverse engineer w/maya file?

So I managed to secure quite a few resources from Splatterhouse's original development, namely back when the game was under BottleRocket. That said the vast majority of the files are all in the original maya 8.5 format with the textures alongside, though a few compiled NIF files are also present in ...
by Kung Fu Man
Sun Jun 30, 2013 3:23 pm
Forum: Audio file formats
Topic: Wwise soundbanks (.bnk) and audio calls
Replies: 0
Views: 766

Wwise soundbanks (.bnk) and audio calls

So I've been doing some modding work on Splatterhouse still, and while my xbox is getting repaired I've been looking at trying to restore audio lines to the game that aren't included in the soundbanks, but a few interesting hassles have come up, one of which being uncertainty on just how the game kn...
by Kung Fu Man
Wed Jan 16, 2013 11:56 pm
Forum: 3D/2D models
Topic: Console-based HKX vs PC
Replies: 12
Views: 2854

Re: Console-based HKX vs PC

Textures tend to be stored in the model files themselves, like nifs and whatnot. Havok works more for collision, bones and animation. With that said if anyone has the above tool I'm also interested in it, if only to see if it can do the trick here for Splatterhouse. Sorry for the bump, but I'm presu...
by Kung Fu Man
Mon Apr 09, 2012 3:51 am
Forum: 3D/2D models
Topic: Console-based HKX vs PC
Replies: 12
Views: 2854

Re: Console-based HKX vs PC

Image

I am officially the only person that got Skyrim just to research how its files worked. And yeah that's Dr. West's skeleton from Splatterhouse for those curious.
by Kung Fu Man
Sat Apr 07, 2012 8:04 am
Forum: 3D/2D models
Topic: Console-based HKX vs PC
Replies: 12
Views: 2854

Re: Console-based HKX vs PC

Just to clarify...that's Havok's own tool, Standalone Filter Manager. The collision's easy enough to open in a hex editor like 010 and just tear through it with the integer swap function. As long as the version of havok used to make the file is the same as the version of SFM, it'll open a little end...
by Kung Fu Man
Sat Apr 07, 2012 3:16 am
Forum: 3D/2D models
Topic: Console-based HKX vs PC
Replies: 12
Views: 2854

Re: Console-based HKX vs PC

Image

Skeletons are still a pain in the butt, but even complex collision files are not a problem any longer...still need files to research the other parts though.

Trying BioShock to see if I can use resources from it for study.
by Kung Fu Man
Thu Apr 05, 2012 11:24 am
Forum: 3D/2D models
Topic: Console-based HKX vs PC
Replies: 12
Views: 2854

Re: Console-based HKX files vs HKXCMD

Well made some headway here, and quite possibly talking to myself but could use a hand with some raw files to look through. A good chunk of the bytes swapped are straightforward enough and just integers, which makes converting not as painful and thus far I've managed to swap over collision-only file...
by Kung Fu Man
Sun Apr 01, 2012 10:35 pm
Forum: 3D/2D models
Topic: Console-based HKX vs PC
Replies: 12
Views: 2854

Re: Console-based HKX files vs HKXCMD

Well doing some research and comparing I've figured out some of the following for the header: 0x00-07: Eight bytes, always the same for any of these files (57 E0 E0 57 10 C0 C0 10) 0x08-0B: "User settable tags". Unknown purpose at this time, always 00 00 00 00 in the files checked 0x0C-0F: Binary fi...
by Kung Fu Man
Sat Mar 31, 2012 7:50 am
Forum: 3D/2D models
Topic: Console-based HKX vs PC
Replies: 12
Views: 2854

Console-based HKX vs PC

To be direct, has any work been done with console-based havok-engine HKX files vs. their PC counterparts? Reason I ask is I've gone round robin with hkxcmd at this point, only to find it doesn't support these files due to being based off the PC components of the SDK. Looking over the files I have in...
by Kung Fu Man
Mon Mar 26, 2012 3:33 am
Forum: 3D/2D models
Topic: noesis Gamebryo nif importer
Replies: 38
Views: 10488

Re: noesis Gamebryo nif importer

So I've made a little headway fooling around with the header and seeing what will load with NifScope...currently the file format seems to be closer to 20.2.0.7 (Skyrim's) or 20.3.0.2 I can at least get SOME of the data to load, but not enough to produce a working model. Instead the results give the ...
by Kung Fu Man
Tue Mar 20, 2012 9:54 pm
Forum: Audio file formats
Topic: Question regarding BNK files
Replies: 0
Views: 581

Question regarding BNK files

This is going to sound odd given that most of the research done has involved taking them apart, but has any significant research been done on modifying or building them? Or at the very least, how the game calls them into play. Reason I'm asking is because I've done some extensive work already modify...
by Kung Fu Man
Sat Mar 10, 2012 2:28 am
Forum: 3D/2D models
Topic: noesis Gamebryo nif importer
Replies: 38
Views: 10488

Re: noesis Gamebryo nif importer

After doing some work with trying to get the PS3 mask into the Xbox version of the game, I got an interesting result: the model loaded, but the textures did not. Took it a bit further and grabbed two files of the same kind. Turns out the PS3 version of the game is significantly smaller, though I'm u...
by Kung Fu Man
Fri Mar 09, 2012 9:05 am
Forum: 3D/2D models
Topic: noesis Gamebryo nif importer
Replies: 38
Views: 10488

Re: noesis Gamebryo nif importer

Tried loading a 20.5.0.0 file from Splatterhouse in here, got this error if it helps any:
Image
File I'm trying to work with: http://randomselect.piiym.net/sh_resour ... 3_mask.nif
by Kung Fu Man
Fri Mar 09, 2012 8:38 am
Forum: Game Archive
Topic: Splatterhouse 2010 NIF files
Replies: 2
Views: 828

Splatterhouse 2010 NIF files

These are the one files I can't completely figure out (and given that almost all the files are xml files masked as other formats, that really wasn't hard). This is what I do know: *The header of the file is 20.5.0.0 , so this should open up in NifScope at the very least. Instead the program crashes ...