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- Tue Nov 24, 2020 5:10 pm
- Forum: Graphic file formats
- Topic: Bloodrayne .TEX (Xbox type 13)
- Replies: 4
- Views: 401
Re: Bloodrayne .TEX (Xbox type 13)
likely morton order swizzled, post some samples. 

- Sun Nov 22, 2020 2:52 pm
- Forum: Graphic file formats
- Topic: Half-life 2 XBOX *.xtf files
- Replies: 10
- Views: 3277
- Tue Nov 17, 2020 12:57 pm
- Forum: Graphic file formats
- Topic: Re-Volt 2 .z files
- Replies: 2
- Views: 374
Re: Re-Volt 2 .z files
here is Noesis python script to open your one sample.
supports rgba8888
this script will read the header and decompress
and parse the image data on the fly.

this script will read the header and decompress
and parse the image data on the fly.
- Tue Nov 03, 2020 12:23 am
- Forum: 3D/2D models
- Topic: Dragons rise of berk Ludia
- Replies: 19
- Views: 1106
Re: Dragons rise of berk Ludia
FVFsize is the stride in bytes for vertex information. i don't usetontonGrim wrote: ↑Mon Nov 02, 2020 9:06 pmIn your previous picture, at what corresponding the FVFSive parameter ?
3dmodel researcher so i can't help you there, maybe ask the developer.
- Sun Nov 01, 2020 10:16 am
- Forum: 3D/2D models
- Topic: Dragons rise of berk Ludia
- Replies: 19
- Views: 1106
Re: Dragons rise of berk Ludia
i guess you need to change the Type for faces to "short".
- Sat Oct 31, 2020 1:12 am
- Forum: 3D/2D models
- Topic: Dragons rise of berk Ludia
- Replies: 19
- Views: 1106
Re: Dragons rise of berk Ludia
face indices start at 0x13128
looks like there is 8016 of them.
looks like there is 8016 of them.

- Mon Oct 26, 2020 9:59 pm
- Forum: 3D/2D models
- Topic: PES 13 model file (KTMDL)
- Replies: 9
- Views: 581
Re: PES 13 model file (KTMDL)
why I'm getting uv and model into seperate obj? uv should be in the ball.obj file. But the uv map is in seperate file which is also a model without any uv map. what I'm doing wrong? sounds like you using the test files and not exporting the obj, after you enter all values in Hex2obj you must export...
- Sun Oct 25, 2020 10:19 pm
- Forum: 3D/2D models
- Topic: PES 13 model file (KTMDL)
- Replies: 9
- Views: 581
Re: PES 13 3d .bin model
Pro Evolution Soccer 2013 is it? what platform does your samples comes from? looks like a model followed by some rgba8888 texture 5Five_ballbin.png you can decompress the bin with this bms script: # script for QuickBMS http://aluigi.altervista.org/quickbms.htm get NAME basename string NAME + _decmp....
- Wed Oct 21, 2020 8:00 pm
- Forum: 3D/2D models
- Topic: Dragons rise of berk Ludia
- Replies: 19
- Views: 1106
Re: Dragons rise of berk Ludia
is this a model contained in the file? yes this was the model in the 000004be.dat sample If so what did you use as a tool to do this? i used Hex2obj and Hxd and windows calculator can we recover the meshes and the animation you can get anything you want if you know what to look for in hex editor. :...
- Tue Oct 20, 2020 10:46 pm
- Forum: 3D/2D models
- Topic: Dragons rise of berk Ludia
- Replies: 19
- Views: 1106
Re: Dragons rise of berk Ludia
headerless model files

- Thu Oct 15, 2020 8:57 am
- Forum: 3D/2D models
- Topic: Project Sekai .unity3d
- Replies: 20
- Views: 3201
Re: Project Sekai .unity3d
here is bms script translation of that python script so you don't
have to worry about installing python or anything to unxor the files.
*updated Oct 15, 2020 for completeness*
have to worry about installing python or anything to unxor the files.

*updated Oct 15, 2020 for completeness*
- Tue Oct 13, 2020 10:20 pm
- Forum: 3D/2D models
- Topic: Real Racing 3 Texture Help
- Replies: 3
- Views: 355
Re: Real Racing 3 Texture Help
you can convert those with Noesis. 

- Tue Sep 22, 2020 7:52 am
- Forum: Graphic file formats
- Topic: [SOLVED][X360] texture format
- Replies: 2
- Views: 362
- Sat Sep 19, 2020 4:31 am
- Forum: Graphic file formats
- Topic: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
- Replies: 61
- Views: 10928
- Wed Sep 16, 2020 6:22 am
- Forum: 3D/2D models
- Topic: swtor.jedipedia.net cached (*.gr2)
- Replies: 5
- Views: 1256
Re: swtor.jedipedia.net cached (*.gr2)
my instruction in the first post was as simple as i could make it, please read it and try again. 
