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by grandshot
Fri Sep 09, 2022 12:46 am
Forum: 3D/2D models
Topic: EA NHL Renderware Animation skin (X360)
Replies: 10
Views: 654

Re: EA NHL Renderware Animation skin (X360)

The crowd.cba file definitely is chunk package with some meta data. I started to write the template for 010 editor for easy parsing.
graf_renderware4_cba.zip
Easy, right :mrgreen:
Structure of GD.DATAl chunks is nasty. Sort out of that would be not easy.
by grandshot
Wed Sep 07, 2022 9:41 pm
Forum: 3D/2D models
Topic: EA NHL Renderware Animation skin (X360)
Replies: 10
Views: 654

Re: EA NHL Renderware Animation skin (X360)

You can try this:
1. Decomposite bind pose matrices to position, scale, rotation.
2. Create model, make bones by hierarchy ids from model file and transforms of bones getted on step one.
3. Attach model to scel and applying weights.
by grandshot
Sat Jul 30, 2022 8:14 pm
Forum: Compressed files and methods
Topic: The Outforce .OPF file
Replies: 7
Views: 3439

Re: The Outforce .OPF file

Not only unknown structures is trouble. Researched data also providing surprises. IMAGE blocks structure in OPF file from moddb not fit to specification from watto site. Seems like its have additional unknown 4 byte value after height, and 66 unknown bytes instead 74. struct NAME { uint16 length; if...
by grandshot
Tue May 24, 2022 8:56 pm
Forum: Game Archive
Topic: Grand Theft Auto III/Vice City/San Andreas *.img
Replies: 5
Views: 848

Re: Grand Theft Auto III/Vice City/San Andreas *.img

Decide to rewrite a script. Now it support IMGs from all GTA series, include GTA IV but which not encrypted. comtype lzo1x # Compression used in XBOX versions of GTA 3/VC IMG archives open FDDE IMG 0 open FDDE DIR 1 DIR_EXISTS if DIR_EXISTS == 1 callfunction VER1 # GTA3/Vice City/Bully PC endif get ...
by grandshot
Mon May 23, 2022 9:00 pm
Forum: Game Archive
Topic: Grand Theft Auto III/Vice City/San Andreas *.img
Replies: 5
Views: 848

Re: Grand Theft Auto III/Vice City/San Andreas *.img

Well, sometime I wrote extract script for GTA 3\VC with support XBOX compression. You can use it if want. comtype lzo1x open FDDE DIR 0 open FDDE IMG 1 get dirSize asize 0 xmath numFiles "dirSize / 32" for i = 1 to numFiles get offset long 0 get size long 0 getDString name 24 0 math offset...
by grandshot
Mon Feb 21, 2022 10:18 pm
Forum: 3D/2D models
Topic: Boiling Point: Road to Hell *.RF2
Replies: 17
Views: 4688

Re: Boiling Point: Road to Hell *.RF2

I'm also can't find a way how to allocate a proper size of these shrinked arrays. They should contain a 'Pack Indexes' which i'm imagine as ids of packed vectors & quats, and 'Original Indexes' which may pointing to frame positions on timeline. 2022-02-21.png Anims in Vital Engine 2.0 should be ...
by grandshot
Wed Feb 09, 2022 8:39 pm
Forum: 3D/2D models
Topic: Boiling Point: Road to Hell *.RF2
Replies: 17
Views: 4688

Re: Boiling Point: Road to Hell *.RF2

Trying to research bone anim format. By reverse engineering the verender2.dll file with included *.pdb, managed to get bone structures. Turned out what they having the following format: struct BONE { char name[20]; byte parentID; byte groupID; byte rootGroupID; uint32 packedAnimSize; if( packedAnimS...
by grandshot
Sun Jan 16, 2022 7:49 pm
Forum: 3D/2D models
Topic: Boiling Point: Road to Hell *.RF2
Replies: 17
Views: 4688

Re: Boiling Point: Road to Hell *.RF2

I got an int that is the block size of the entire animation for that bone, a short that is the array size count of both a Vector3 (3 * float16) and Quat (4 * short), and then another short that is the frame index. Not all frames are listed. Hello. I am author of this topic (On another login because...
by grandshot
Fri Jul 23, 2021 2:31 pm
Forum: Game Archive
Topic: Electronic Arts .str files
Replies: 2
Views: 782

Re: Electronic Arts .str files

For Bond and godfather *.str files it's a modified RenderWare stream containers.
by grandshot
Tue Sep 29, 2020 5:43 pm
Forum: Game Archive
Topic: Mafia Definitive Edition .sds files
Replies: 31
Views: 14394

Re: Mafia Definitive Edition .sds files

Ekey wrote: Tue Sep 29, 2020 2:37 pm Image
Замечательно! Good work! :wink:
by grandshot
Sat Sep 26, 2020 8:58 am
Forum: Game Archive
Topic: Mafia Definitive Edition .sds files
Replies: 31
Views: 14394

Re: Mafia Definitive Edition .sds files

Specification of Mafia DE SDS is almost same at the first blush. It's uses OODLE compression algorithm instead ZLIB in previous titles, and additional data in 96 bytes at the end of Compressed Blocks Headers. So it's no big problem to update extraction tools for their authors.
by grandshot
Sat Mar 16, 2019 3:32 pm
Forum: Compressed files and methods
Topic: Packed D3DVectors
Replies: 0
Views: 617

Packed D3DVectors

Hello I have some format of anims, where position floats are packed in '16 bit' : Frames: [X, Y, Z] [0x0, 0x0, 0xC91B] [0x0, 0x0, 0xCA16] [0x0, 0x0, 0xCAE3] [0x0, 0x0, 0xCB6E] [0x0, 0x0, 0xCBA1] ... Source floats is known, and it's: [0.0, 0.0, 334.667] [0.0, 0.0, 399.000] [0.0, 0.0, 451.556] [0.0, 0...