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by Acewell
Wed Sep 25, 2019 9:11 pm
Forum: 3D/2D models
Topic: Dead Rising 3 textures
Replies: 4
Views: 141

Re: Dead Rising 3 textures

you must post some samples for examination. :D
perhaps the samples you tried aren't yet supported by his tex2dds script:
viewtopic.php?f=10&t=11900&p=112757&hil ... +3#p101663
by Acewell
Wed Sep 25, 2019 10:16 am
Forum: 3D/2D models
Topic: Total War: Warhammer, Noesis script help
Replies: 18
Views: 472

Re: Noesis script help

shakotay2 wrote:
Wed Sep 25, 2019 9:28 am
I wonder how you get this script to run? Which Noesis version do you use?
I always get a Type error (Noesis debug output):
i think is because his script is posted with incomplete last line:
return should be return 1 :D
by Acewell
Wed Sep 25, 2019 8:07 am
Forum: 3D/2D models
Topic: Total War: Warhammer, Noesis script help
Replies: 18
Views: 472

Re: Noesis script help

2. my second issue is in the .V2 script, when trying to bind the vertices i dont get the correct data, verts are in half floats , but noesis offers only BYTE, SHORT, FLOAT RPGEODATA_HALFFLOAT seems to still work fine when i tried in this basic script with hardcoded values. :D from inc_noesis import...
by Acewell
Sat Aug 24, 2019 3:37 am
Forum: Graphic file formats
Topic: Star Wars Kinect (XBOX360) .TEX
Replies: 1
Views: 100

Re: Star Wars Kinect (XBOX360) .TEX

try this :D
tex_SWKinect_X360_tga_tex.zip
by Acewell
Sat Aug 24, 2019 2:57 am
Forum: Graphic file formats
Topic: Star Wars: First Assault (XBOX360) .SW
Replies: 1
Views: 77

Re: Star Wars: First Assault (XBOX360) .SW

your samples are headerless, you must guess width, height and format
and set that in your script accordingly, or find a better way to extract the
textures along with their header info so no need to guess. :D
by Acewell
Sun Aug 18, 2019 7:23 am
Forum: Graphic file formats
Topic: [Help] League of Angels III DXT textures?
Replies: 4
Views: 174

Re: [Help] League of Angels III DXT textures?

what part of solution did you find, any good source code? :D
it looks like each mip is lzma compressed though.
by Acewell
Sat Aug 17, 2019 8:10 am
Forum: Graphic file formats
Topic: [Help] League of Angels III DXT textures?
Replies: 4
Views: 174

Re: [Help] League of Angels III DXT textures?

there is some tools here to work on atf files. :D https://github.com/hajimeku/atf-test-tool or more specifically here: https://github.com/hajimeku/atf-test-tool/tree/master/atftools/batchConvert2ATF/atftool ATFViewer.exe is a GUI tool that will open your 2 samples for viewing and some info, and atf2...
by Acewell
Sun Aug 11, 2019 9:08 am
Forum: Game Archive
Topic: Help with chunzstd.
Replies: 28
Views: 1279

Re: Help with chunzstd.

for some reason there is an extra 2 bytes in the decompressed rx3, :eek:
i don't know why, all i can say is upload more non working samples and a
solution might be found at some point down the road.
by Acewell
Sat Aug 10, 2019 9:40 am
Forum: 3D/2D models
Topic: 3D Model Researcher - Help with faces
Replies: 7
Views: 311

Re: 3D Model Researcher - Help with faces

eh i don't really look into model formats much anymore, no time, too busy with texture formats.
all of my current research on the rax format is here though if you care to have a read through:
viewtopic.php?f=16&t=13867&hilit=rax&start=60#p126467
by Acewell
Tue Aug 06, 2019 6:22 am
Forum: 3D/2D models
Topic: 3D Model Researcher - Help with faces
Replies: 7
Views: 311

Re: 3D Model Researcher - Help with faces

EDXZ23 wrote:
Tue Aug 06, 2019 1:51 am
When you say they cant be read in a single array, what does that mean?
i mean the indices are stored together but i think they are split into material groups,
because when you try to render the whole array they look mangled.
there might be start and stop offsets stored in the file.
by Acewell
Tue Aug 06, 2019 1:40 am
Forum: 3D/2D models
Topic: 3D Model Researcher - Help with faces
Replies: 7
Views: 311

Re: 3D Model Researcher - Help with faces

the starting offset for vertices looks like it should be 0x3c70
and the starting offset for face indices should be 0x26460
but i don't think you can read them in a single array.
the file structure looks a lot like the rax files from SWBF3. :D
by Acewell
Tue Aug 06, 2019 1:19 am
Forum: Game Archive
Topic: Help with chunzstd.
Replies: 28
Views: 1279

Re: Help with chunzstd.

okay updated the rx3 to dds bms script here for chunlzma support. :D
viewtopic.php?f=10&t=18916&p=149279#p149279
by Acewell
Wed Jul 31, 2019 7:17 am
Forum: Graphic file formats
Topic: Ridge Racer (PS Vita) GIDX
Replies: 2
Views: 131

Re: Ridge Racer (PS Vita) GIDX

this Noesis python script will open your 2 samples. :D
tex_RidgeRacer_PSVita_tex.zip
supports morton swizzled dxt5.
you must give the samples the tex extension.
by Acewell
Wed Jul 10, 2019 9:00 am
Forum: Game Archive
Topic: Help with chunzstd.
Replies: 28
Views: 1279

Re: Help with chunzstd.

i updated the rx3 to dds bms script here for chunkzip support. :D
viewtopic.php?f=10&t=18916&p=149279#p149279

your hair_238380_0_textures.rx3 sample must be corrupt because is missing 2 bytes
at the end and does not work with the given size stored in the file. :]
by Acewell
Mon Jul 08, 2019 5:38 am
Forum: Game Archive
Topic: Help with chunzstd.
Replies: 28
Views: 1279

Re: Help with chunzstd.

mita996 wrote:
Tue Jul 02, 2019 9:27 pm
what should I do.
i don't know, modding is not my area, just keep trying. :D
mita996 wrote:
Wed Jul 03, 2019 9:13 am
Also @Acewell can you modify your fifa19 dds script, it works awesome with fifa19, but for fifa online 4 the compression is different, they used chunkzip
i need samples to examine.