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by Teancum
Sat Dec 30, 2017 4:34 pm
Forum: Game Archive
Topic: Destiny 1 DLC music
Replies: 4
Views: 584

Re: Destiny 1 DLC music

So to re-iterate what help i am looking for is, if there is anyone here that has managed to get/knows how to get to any downloadable DLC content that goes direct to the PS4 (maybe a data-miner) that can help me/point me in the right direction in finding the pkg files (or whatever they are) from the...
by Teancum
Mon Feb 13, 2017 7:16 pm
Forum: 3D/2D models
Topic: Star Wars The Force Unleashed Wii Models
Replies: 37
Views: 4987

Re: Star Wars The Force Unleashed Wii Models

As a last resort, I recall Ninja Ripper can be used with Dolphin, which keeps the skeletal structure/t-pose for quite a few games. Then you'd have to sift through all the world models, however.
by Teancum
Fri Nov 04, 2016 3:20 pm
Forum: Game Archive
Topic: Riptide GP Renegade (.apf) file
Replies: 2
Views: 467

Re: Riptide GP Renegade (.apf) file

http://zenhax.com/viewtopic.php?f=9&t=2144

Script was recently updated for Renegade by aluigi.
by Teancum
Mon Oct 31, 2016 8:10 pm
Forum: Game Localization
Topic: Forza Horizon 2 Xbox (.Str)
Replies: 3
Views: 931

Re: Forza Horizon 2 Xbox (.Str)

I had trouble with this script and the above file. I've never dealt with localization decoding. Is this to be used with QuickBMS?
by Teancum
Wed Aug 17, 2016 3:30 pm
Forum: 3D/2D models
Topic: Marvel Ultimate Alliance 2 .DAT
Replies: 64
Views: 13181

Re: Marvel Ultimate Alliance 2 .DAT

Nice work AceWell! Any idea whether your script below can be reversed? I'm curious as to whether I can reswizzle and just inject a modified texture back in as a chunk. I know Noesis can't do that, but if I have the hex offset and size I can reinject, I just have to get it back to the appropriate for...
by Teancum
Tue Aug 09, 2016 8:33 pm
Forum: 3D/2D models
Topic: Marvel Ultimate Alliance 2 Wii .Igb
Replies: 5
Views: 903

Re: Marvel Ultimate Alliance 2 Wii .Igb

The MarvelMods.com community has ripped these models using 3dRipperDX and the Dolphin emulator, but we currently have no way of putting models back into the game. Because the camera is far from the player models they can get away with being low poly.
by Teancum
Wed Sep 23, 2015 2:49 am
Forum: Game Archive
Topic: Guitar Hero 3 Song Packs
Replies: 1
Views: 349

Re: Guitar Hero 3 Song Packs

You might try the forums at www.scorehero.com
by Teancum
Sun Feb 08, 2015 5:47 pm
Forum: 3D/2D models
Topic: Forza Motorsport Resource Extraction (.carbin)
Replies: 2048
Views: 395101

Re: Forza Motorsport Resource Extraction (.carbin)

Thanks for the tips,but now what is the next step , once the pack is unzipped .I have some FSB file .What should i use, FORZA STUDIO? Next step is unpacking .zip files with QuickBMS and zip.bms script, then you have folders with .carbin files for Forza Studio and .xds files with textures (XTX tool ...
by Teancum
Tue Dec 09, 2014 3:29 am
Forum: 3D/2D models
Topic: Forza Motorsport Resource Extraction (.carbin)
Replies: 2048
Views: 395101

Re: Forza Motorsport Resource Extraction (.carbin)

Not possible. You can't even mod save games yet on the Xbox One, so it'll be quite a while.
by Teancum
Thu Feb 13, 2014 9:17 am
Forum: Code Talk
Topic: My quickBMS scripts
Replies: 479
Views: 281790

Re: My quickBMS scripts

It doesn't, though. Supposedly it does, but the table structure is platform-specific, so GameExtractor can only do one platform. A QuickBMS script would allow me to adjust sizes and offsets should I ever need to. The Unknown{4} in the // Directory Data 3 is a different size on each platform. For exa...
by Teancum
Wed Feb 12, 2014 8:46 pm
Forum: Code Talk
Topic: My quickBMS scripts
Replies: 479
Views: 281790

Re: My quickBMS scripts

I'm getting an error, it may be my problem: Error: incomplete input file number 0, can't read 4 bytes. Here's the offsets 0x10 and 0x30, maybe I'm reading those wrong, are those the correct addresses. http://imageshack.com/a/img856/5249/xqp1.png ***EDIT*** Here's the basic file structure: http://wik...
by Teancum
Wed Feb 12, 2014 6:50 pm
Forum: Code Talk
Topic: My quickBMS scripts
Replies: 479
Views: 281790

Re: My quickBMS scripts

How hard would this psuedocode be to translate into BMS script? // 1) Read bytes 0x10-0x13, store as num_files[] // 2) Go to 0x30-0x33, store files_start_offset[], jump to files_start_offset[] // 3) For each item in num_files[] // 4) Read first four bytes as file_offset[] // 5) Read next four bytes ...
by Teancum
Tue Feb 11, 2014 8:45 pm
Forum: Code Talk
Topic: Help with an 010 editor script
Replies: 0
Views: 1654

Help with an 010 editor script

Hey all, I couldn't find any forums dedicated to 010 Editor, but I figured this would be the next best, if not the best, place to look anyway. What I'm trying to do is strip out XMA files from a Marvel Ultimate Alliance ZSS/ZSM sound container. I know I can simply look at the RIFF header, size, etc ...
by Teancum
Sat Oct 19, 2013 3:42 am
Forum: Game Archive
Topic: Star Wars battlefront 2 .lvl archives
Replies: 6
Views: 2005

Re: Star Wars battlefront 2 .lvl archives

It won't do you any good. The files inside .lvl archives are all compiled, and there are no decompilers for them. The game's mod tools "munge" (Pandemic Studios' term) the files into an optimized format for a given platform.
by Teancum
Tue May 14, 2013 2:09 am
Forum: Game Archive
Topic: Midnight Club, Red Dead Redemption & Max Payne 3 RPFTool
Replies: 11
Views: 6664

Re: Midnight Club, Red Dead Redemption & Max Payne 3 RPFTool

At the risk of sounding totally ignorant, why not post the keys? It doesn't seem any more or less important than any other archive. Is there a concern about cheating, or perhaps the method used to get the keys?