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Search found 27 matches

by devmode
Sun Oct 28, 2018 1:04 pm
Forum: Graphic file formats
Topic: RGB565 texture color not exported correctly in AssetStudio
Replies: 2
Views: 692

Re: RGB565 texture color not exported correctly in AssetStud

Maybe manual making/replacing a DDS header will help? Example: Make or open any image with 512x512 sizes, and export with photoshop & Nvidia dds filter to 5.6.5 RGB 16 bpp | unsigned. Open exported image with any HEX editor and copy first 128 bytes. Next open your DDS with a wrong RGB and replace sa...
by devmode
Fri Oct 26, 2018 8:02 pm
Forum: Graphic file formats
Topic: GUN .img.xbx
Replies: 0
Views: 625

GUN .img.xbx

Hi Can someone help me with specifying this graphic format? GUN on PC uses same formats as in Tony Hawk's Underground 1-2 on Xbox platform. But except extensions, .img.xbx files doesn't seems very similar. That's my draft specification: int16 version # 0x06 int16 subversion? # 0x28 int32 unknown # c...
by devmode
Tue Aug 01, 2017 5:03 pm
Forum: Game Archive
Topic: help with extracting chicken invaders 5 archives
Replies: 1
Views: 433

Re: help with extracting chicken invaders 5 archives

No Vanga's and Cayce's here) Maybe samples? :]
by devmode
Sat Jul 29, 2017 9:58 am
Forum: Game Archive
Topic: Wizard101 - Mob-WorldData.wad
Replies: 2
Views: 453

Re: Wizard101 - Mob-WorldData.wad

Try the latest version of Aluigi's script.
by devmode
Mon Jul 24, 2017 6:00 pm
Forum: Game Archive
Topic: .NAZ - Total Overdose
Replies: 8
Views: 8795

Re: .NAZ - Total Overdose

Localisation files of the game are encrypted, so edit these files is impossible while someone not make a decryption.
by devmode
Thu Jul 06, 2017 10:56 pm
Forum: Graphic file formats
Topic: Far Cry Instincts Heightmap Format
Replies: 0
Views: 391

Far Cry Instincts Heightmap Format

Hello

Help, please, recognize the Far Cry Instincts Heightmap format.
This game uses modified Cryengine 1, but heightmap data of levels not stored in known *.h16 raw format, it is something other. Files have *.sdat extension and "KNRT" id.


This is a sample of heightmap from first game level.
by devmode
Mon May 22, 2017 10:41 am
Forum: Game Archive
Topic: mafia 1 (.dta format)
Replies: 1
Views: 479

Re: mafia 1 (.dta format)

Mafia DTA Tool for unpacking & packing: Link
Author: Behar
by devmode
Sun May 07, 2017 7:37 pm
Forum: Game Archive
Topic: Bugatron world WAD
Replies: 1
Views: 404

Re: Bugatron world WAD

'BM" - it is typical *.BMP image header. If you selecting bytes range from start to next 'BM' chars (0xC36 offset) and save these bytes as BMP file, you can see what that is the star texture. WAD file, what you provide, it is raw container without any info (offsets, sizes) about files stored in. So,...
by devmode
Sun Apr 30, 2017 8:26 pm
Forum: Game Archive
Topic: London Racer: Destruction Madness *.wad Game Archive
Replies: 3
Views: 719

Re: London Racer: Destruction Madness *.wad Game Archive

Test unpack script for QuickBMS. Files extracting without original names, because i can't get any info from file, which can be pointing to filename strings. Strange format. get unk long get dummy long get namesSz long goto namesSz 0 SEEK_CUR get unk1 long get unk2 long get offsetsCnt long print "Rea...
by devmode
Tue Apr 25, 2017 2:59 pm
Forum: Game Archive
Topic: Escape from Tarkov archives
Replies: 5
Views: 2607

Re: Escape from Tarkov archives

kishmish wrote: Thanks! Is there a way to decrypt it?
Use this little BMS script on both files. And after extract with AssetsBundleExtractor.

Code: Select all

encryption Xor "\x47"
get fSize Asize
get fName filename

log fName 0 fSize
by devmode
Fri Mar 24, 2017 4:51 pm
Forum: Game Archive
Topic: (help)Any quick bms script for this format? (.DBL)
Replies: 2
Views: 624

Re: (help)Any quick bms script for this format? (.DBL)

Provided file doesn't contain textures. It's looks like a "info" file, which used by game engine for geting some info about textures\materials.
In most cases, uncompressed *.TGA can be identifying by "TRUEVISION X-File" ascii string in data.
by devmode
Wed Mar 22, 2017 2:34 pm
Forum: Game Archive
Topic: How to open froggy castle data.stf?
Replies: 3
Views: 781

Re: How to open froggy castle data.stf?

Script for QuickBMS: IDString "STF\x00" get unknown_1 long get unknown_2 long get unknown_3 long # Count of sub-folders? get fileCount long get dataBlockSize long get infoBlockSize long for I = 1 to fileCount get ff byte get nameLen short GetDString fName nameLen get isFolder byte if isFolder == 1 m...
by devmode
Sat Mar 18, 2017 9:32 pm
Forum: Game Archive
Topic: [Solved] I cannot open .dpk files with anything
Replies: 7
Views: 1002

Re: [Help needed] I cannot open .dpk files with anything

However I would like to learn how to tweak the path if you don't mind. Ok, in attach little modified script Set ' UseShortNames ' to ' 1 ' and files will extracting to destination folder without long pathes. Well, I'm also wrote a more or less functional script for packaging. dpkPack_v1.zip Usage: ...
by devmode
Fri Mar 17, 2017 7:09 pm
Forum: Game Archive
Topic: [Solved] I cannot open .dpk files with anything
Replies: 7
Views: 1002

Re: [Help needed] I cannot open .dpk files with anything

Just one question though, it dows not reach to %100, is this the normal behaviour? Likely yes. Just it is significative percent of file read. And one suggestion, it creates too many folders inside of each other, few folders could make it easy to browse Extracted resources have paths how indicated i...