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by DKDave
Sat May 15, 2021 8:22 pm
Forum: 3D/2D models
Topic: NFS No Limits
Replies: 84
Views: 17824

Re: NFS No Limits

I've managed to analyse the format in a bit more detail, and I can now see the information for which vertex files are matched with the relevant face files - some vertex sections also use more than 1 face file. Those float tables near the start of the file seem to be skeleton data of some sort - stan...
by DKDave
Fri May 14, 2021 8:22 pm
Forum: 3D/2D models
Topic: NFS No Limits
Replies: 84
Views: 17824

Re: NFS No Limits

The scale looks to be the 3 floats at offset 0x20 - they seem to match with Shakotay's info, but that could just be a coincidence!
by DKDave
Fri May 14, 2021 7:59 pm
Forum: 3D/2D models
Topic: NFS No Limits
Replies: 84
Views: 17824

Re: NFS No Limits

Just a bit more info ... the very last block (688 in this case) contains the data on how to put all of the meshes together. If I can work it out, it should be scriptable (is that a word?). @shakotay - This file contains the x/z/y scale at the start as 0.96, 0.80, 2.25 (rounding down for simplicity),...
by DKDave
Mon May 10, 2021 12:22 pm
Forum: Audio file formats
Topic: Ripping .mus files from NFS Undercover
Replies: 5
Views: 169

Re: Ripping .mus files from NFS Undercover

As usual, the best way is to upload the file in question for people to look at.
by DKDave
Sun May 09, 2021 6:38 pm
Forum: Audio file formats
Topic: Ripping .mus files from NFS Undercover
Replies: 5
Views: 169

Re: Has anyone figured out how to rip .mus files from NFS Undercover?

Have you tried Foobar with the vgmstream plugin?
by DKDave
Sun May 09, 2021 6:35 pm
Forum: 3D/2D models
Topic: Spider Man 3 XBOX 360
Replies: 26
Views: 729

Re: Spider Man 3 XBOX 360

I've had a look, but I'm not sure either. It's a bit of a weird format, but as Luigi says, sometimes if the format can't be worked out properly then you might need to extract the files manually with a hex editor.
by DKDave
Fri May 07, 2021 7:25 pm
Forum: 3D/2D models
Topic: Spider Man 3 XBOX 360
Replies: 26
Views: 729

Re: Spider Man 3 XBOX 360

Yes, if you add the following line at the very start of the script, it will decompress the NCH.XEPACK files:

Endian Big

It looks like that's the only change needed, at least for the XEPACK sample, so it should work fine with the others.
by DKDave
Fri May 07, 2021 12:30 pm
Forum: 3D/2D models
Topic: Spider Man 3 XBOX 360
Replies: 26
Views: 729

Re: Spider Man 3 XBOX 360

If you delete the following line:

XMath ENTRY "OFFSET - (ENTRIES * 0x10)"

And replace it with:

Math ENTRY = 0x3c0 (or whatever it is)
by DKDave
Thu May 06, 2021 11:10 pm
Forum: 3D/2D models
Topic: Spider Man 3 XBOX 360
Replies: 26
Views: 729

Re: Spider Man 3 XBOX 360

The location of entries is always at 0x54, or at least it is in all of your samples.
by DKDave
Thu May 06, 2021 7:41 pm
Forum: 3D/2D models
Topic: Spider Man 3 XBOX 360
Replies: 26
Views: 729

Re: Spider Man 3 XBOX 360

The way it was calculated was to look for the hex sequence 0xa1a1a1a1 and subtract the size of the file table to get the start, but this didn't always work. The file table usually starts at 0x394 in GAME.XEPACK, 0x368 in GAME.PCPACK, somewhere after the string of 0x01 bytes. In LOCATION_BLACK_CAT_1....
by DKDave
Tue May 04, 2021 11:26 pm
Forum: 3D/2D models
Topic: Spider Man 3 XBOX 360
Replies: 26
Views: 729

Re: Spider Man 3 XBOX 360

Having looked at the other samples, some of them don't fit the logic of my script. Some of them have the file table starting in a slightly different place. There's no obvious offset to the start of this table because the logic used doesn't always work, so I'm stumped on how to calculate it accuratel...
by DKDave
Mon May 03, 2021 10:35 pm
Forum: 3D/2D models
Topic: Spider Man 3 XBOX 360
Replies: 26
Views: 729

Re: Spider Man 3 XBOX 360

You shouldn't need to change the file data at all - it looks like you've swapped every 4 bytes in the whole file, as all of the texts etc. are the wrong way round. This definitely won't work as Big Endian only applies when reading numbers; any strings should remain the same, although there are expec...
by DKDave
Mon May 03, 2021 12:22 am
Forum: 3D/2D models
Topic: Roadkill PS2 Beta Models
Replies: 14
Views: 650

Re: Roadkill PS2 Beta Models

Being PS2, it uses the horrible VIF tags and packed data that are present in lots of PS2 games, which are a pain to process properly due to their complexity. I can't see any useable face data just by looking at it, and auto-generated triangle strips don't work either. In CAR01.SMB, this is how the V...
by DKDave
Sun May 02, 2021 11:47 am
Forum: Compressed files and methods
Topic: [HELP] Xmem decompression error with MC360 chunk data
Replies: 1
Views: 421

Re: [HELP] Xmem decompression error with MC360 chunk data

It is standard xmemlzx. If you use offset + 8 as the starting point, it will work. I'm not sure what 'Size' refers to, but the decompressed size is 0x21BF of that chunk.
by DKDave
Sat May 01, 2021 11:27 pm
Forum: 3D/2D models
Topic: Spider Man 3 XBOX 360
Replies: 26
Views: 729

Re: Spider Man 3 XBOX 360

Yes... If the format is identical, then it might be enough just to set any scripts to read Big Endian instead of Little Endian on the PC version.