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- Sun Jan 15, 2023 12:59 am
- Forum: 3D/2D models
- Topic: How to import .obj model to blender with the texture that have multiple material
- Replies: 3
- Views: 199
Re: How to import .obj model to blender with the texture that have multiple material
Trying to File -> External Data -> Find Missing Files
- 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
Structure of GD.DATAl chunks is nasty. Sort out of that would be not easy.
graf_renderware4_cba.zip
Easy, right
Structure of GD.DATAl chunks is nasty. Sort out of that would be not easy.
- 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.
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.
- 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...
- 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 ...
- 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...
- 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 ...
- 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...
- 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...
- 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.
- Tue Sep 29, 2020 5:43 pm
- Forum: Game Archive
- Topic: Mafia Definitive Edition .sds files
- Replies: 31
- Views: 14394
- 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.
- 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...
