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Search found 78 matches

by Falo
Sun Nov 27, 2011 1:49 am
Forum: Game Archive
Topic: L.A. Noire
Replies: 433
Views: 94840

Re: L.A. Noire

I can extract the SEGS files from the BIG files. I can not unpack them SEGS (translator Shit, I understand almost nothing) I can not open the files with any of the two methods, ... if you check "decompress *.sges (Zlib)" then the extracted file *.sges will be decompressed, you don't need to decompr...
by Falo
Sun Nov 27, 2011 12:52 am
Forum: Game Archive
Topic: L.A. Noire
Replies: 433
Views: 94840

Re: L.A. Noire

Version 3 seems to work. When I give to extract files secs, I get a sign saying: Finished, but where the files are unzipped? Not appear anywhere. Edit: Now extract a file "Out.dat" maybe you shouldn't try that button ? i made it only for debugging the decompression, it decompresses a input file sge...
by Falo
Sat Nov 26, 2011 10:10 pm
Forum: Game Archive
Topic: KoF XIII media.kof archive
Replies: 3
Views: 1106

Re: KoF XIII media.kof archive

here the script, very easy format, just the numFiles is missing

Code: Select all

endian big
set numFiles 7222

for x = 0 < numFiles

GetDString Name 232
get unk1_0 long
get unk1_1 long
get Offset_0 long
get Offset_1 long
get Size_0 long
get Size_1 long

log Name Offset_1 Size_1

next x
by Falo
Sat Nov 26, 2011 9:30 pm
Forum: Game Archive
Topic: L.A. Noire
Replies: 433
Views: 94840

Re: L.A. Noire

Hmm great got it working. Just very interesting how it is used and why PS3 and X360 are not the same. But its ok what ever it will work i'm glad it does :) - Would be also able to do repack for X360 files after you done all your todos? - Would you be able to do also replack tool for atb files as we...
by Falo
Sat Nov 26, 2011 4:57 pm
Forum: Game Archive
Topic: L.A. Noire
Replies: 433
Views: 94840

Re: L.A. Noire

that button is only for pc version, i made it for debugging while working on the decompression zlib is missing RFC1950 header (example: 0x78 0xDA), i had to make my own inflate algo based on ionic zlib wrapper with WindowsBits 15 and No header flag What exactly is in segsfiles ? segs/sges = segmente...
by Falo
Sat Nov 26, 2011 2:58 pm
Forum: Game Archive
Topic: L.A. Noire
Replies: 433
Views: 94840

Re: L.A. Noire

The contents of this post was deleted because of possible forum rules violation.
by Falo
Fri Nov 25, 2011 2:29 am
Forum: Game Archive
Topic: L.A. Noire
Replies: 433
Views: 94840

Re: L.A. Noire

The tool works fine, but unfortunately all I get is files without extensions. Am I doing something wrong? That's all what the tool can do for now. We'll have to wait before proper filename and repacking support is implemented. In other news, there are also a bunch of TRM files on the out.wad.pc arc...
by Falo
Thu Nov 24, 2011 2:10 pm
Forum: Game Archive
Topic: L.A. Noire
Replies: 433
Views: 94840

Re: L.A. Noire

since no one posted any tool/script here something to play with all extracted file will have the filename with "nmbr_offset_crc.dat" for uncompressed files and "nmbr_offset_crc.sges" for compressed files. i think 3D Models have "trM#" header, textures are dds audio files are *.fsb files, use fsb_mpe...
by Falo
Sun Sep 11, 2011 8:15 pm
Forum: Graphic file formats
Topic: Textures of Beta Diablo 3, ".tex" files converter needed :)
Replies: 118
Views: 45332

Re: Textures of Beta Diablo 3, ".tex" files converter needed

after some more work, got uv working, i dumped the textures with 3D Ripper DX,
Image
by Falo
Sun Sep 11, 2011 6:00 pm
Forum: Graphic file formats
Topic: Textures of Beta Diablo 3, ".tex" files converter needed :)
Replies: 118
Views: 45332

Re: Textures of Beta Diablo 3, ".tex" files converter needed

http://img7.imagebanana.com/img/7vp8tp1w/thumb/Monk_Male2.jpg it's not a finished script: //edit: Update to v1.11, uv working, some bugfix //-------------------------------------- //--- 010 Editor v3.2.1 Binary Template // // File: Diablo III *.app // Author: Falo // Revision: 1.11 //--------------...
by Falo
Sat Sep 10, 2011 3:45 am
Forum: Graphic file formats
Topic: Textures of Beta Diablo 3, ".tex" files converter needed :)
Replies: 118
Views: 45332

Re: Textures of Beta Diablo 3, ".tex" files converter needed

I'm very sorry about that, but I'm a big noob in script and stuff... I've copied/paste your script into a .bms file, run it in MultiEx commander then choose a .phm file to extract. It's not a bms script, it's a 010 Editor Binary Template, you need 010 Editor for it, it's a quick written c script, a...
by Falo
Fri Sep 09, 2011 5:22 pm
Forum: Graphic file formats
Topic: Textures of Beta Diablo 3, ".tex" files converter needed :)
Replies: 118
Views: 45332

Re: Textures of Beta Diablo 3, ".tex" files converter needed

- extract "CoreData.mpq\PhysMesh\*.phm" use this 010 Editor Script: //-------------------------------------- //--- 010 Editor v3.2.1 Binary Template // // File: Diablo III *.phm // Author: Falo // Revision: 1.0 //-------------------------------------- struct{ ubyte DEADBEEF[16]; uint unk1[5]; int of...
by Falo
Fri Sep 09, 2011 12:42 am
Forum: Graphic file formats
Topic: Textures of Beta Diablo 3, ".tex" files converter needed :)
Replies: 118
Views: 45332

Re: Textures of Beta Diablo 3, ".tex" files converter needed

The files you're talking about, could that be these list files ? http://dl.free.fr/viwQRMCWy nope, that's filelists, i'm not talking about the mpq's, every file inside the D3 MPQ's has the DEADBEEF header. you extracted one capsule but you need extract rest. find offset 0x12368 and its start of hea...
by Falo
Thu Sep 08, 2011 6:28 pm
Forum: Graphic file formats
Topic: Textures of Beta Diablo 3, ".tex" files converter needed :)
Replies: 118
Views: 45332

Re: Textures of Beta Diablo 3, ".tex" files converter needed

this is Diablo III's new format, the first 40 byte ("DEADBEEF" header) is just a generic header, after that comes data that is unique to every filetype, but normaly an offset table follows the game uses file ext to find out how to read the file, tex files are container, a simple bms script to extrac...