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Search found 602 matches
- Mon Apr 01, 2013 9:42 am
- Forum: Compressed files and methods
- Topic: Fire Fight (1996) VOL archive format
- Replies: 3
- Views: 1780
Re: Fire Fight (1996) VOL archive format
as you note there are some compressed chunks edit found the demo online and finished the script # Fire Fight (1996) VOL extractor # Script for QuickBMS by WRS (xentax.com) # Rev 2 comtype COMP_LZRW1 get FSIZE asize math FSIZE -= 20 # 20-byte header at end of file goto FSIZE get UNCOMPRESSED_SIZE lon...
- Thu Mar 21, 2013 12:25 am
- Forum: Game Localization
- Topic: Lego Star Wars III The Clone Wars Turkish Localization
- Replies: 4
- Views: 2111
Re: Lego Star Wars III The Clone Wars Turkish Localization
what script did you use to separate them ?
- Thu Jan 17, 2013 1:32 am
- Forum: Holy Cow!
- Topic: Offer of legit job for file decryption/modification
- Replies: 2
- Views: 2336
Re: Offer of legit job for file decryption/modification
does the algorithm rely on the date at all?
if you could pm links to the files (dll/console test app/coefficient files) i'd like to give this a try
if you could pm links to the files (dll/console test app/coefficient files) i'd like to give this a try
- Sun Jan 13, 2013 7:52 pm
- Forum: Graphic file formats
- Topic: [PC]Kingdoms of Amalur dds files.
- Replies: 9
- Views: 3816
Re: [PC]Kingdoms of Amalur dds files.
Did you remember to put the 16 bytes back. Would this work? #Kingdom of Amalur DDS #quickbms script get SIZE asize math SIZE += 16 get NAME filename log NAME 16 SIZE no because the bytes were removed as a result of the previous script.. you would need to copy over the bytes in a hex editor or write...
- Fri Jan 11, 2013 1:22 am
- Forum: Game Archive
- Topic: Reflections CHUNK File Format
- Replies: 42
- Views: 15010
Re: Reflections CHUNK File Format
That template is pretty useful for the most part. However I think it would be better to just document the actual MDPC format rather than make an 010 template, since from what I can see, it doesn't do much good other than allow you to visually jump to each section in the header. It also skipped a se...
- Thu Jan 10, 2013 12:45 pm
- Forum: Game Archive
- Topic: Reflections CHUNK File Format
- Replies: 42
- Views: 15010
Re: Reflections CHUNK File Format
wip 010 binary template for mdpc chunks (explor3r can save these for you)
edit
this clearly wasn't helpful. if anyone needs it, pm me
edit
this clearly wasn't helpful. if anyone needs it, pm me
- Wed Jan 09, 2013 4:12 am
- Forum: Game Archive
- Topic: Reflections CHUNK File Format
- Replies: 42
- Views: 15010
Re: Reflections CHUNK File Format
when i last worked on this i was looking for face indexes instead of the 3d wheel rims i was looking at the maps (which are stored with 3d geometry but are 2d). i started by using 3d ripper dx to save the meshes in the scene, then deleting all but the map. obviously the vertex info isn't the same du...
- Tue Jan 08, 2013 11:21 am
- Forum: Game Archive
- Topic: ,mdl help please if yo have time
- Replies: 2
- Views: 1192
Re: ,mdl help please if yo have time
most of the programs and tools posted here are specific to a game or game engine so you need to be looking for threads made about the game you are talking about 
this is the wrong board for 3d model formats: see here - viewforum.php?f=16
this is the wrong board for 3d model formats: see here - viewforum.php?f=16
- Mon Jan 07, 2013 6:25 am
- Forum: Game Archive
- Topic: Ship Simulator Notes
- Replies: 3
- Views: 1585
Re: Ship Simulator Notes
you could easily write a script for this - is the uncompressed size part of the header?
Code: Select all
idstring "ENC"
get name basename
get zsize asize
math zsize -= 8
clog basename 8 zsize size
- Sun Jan 06, 2013 10:01 am
- Forum: Game Archive
- Topic: Stargaze Framework Pack
- Replies: 6
- Views: 1791
Re: Stargaze Framework Pack
that last unknown is just an extra field left untouched by the developer. it exists because the memory allocated for the file structure was not nulled when it was allocated from the heap, but it could equally be there for future usage. and bms is perfect for extracting such a format: # script for qu...
- Sun Jan 06, 2013 1:49 am
- Forum: Game Archive
- Topic: Stargaze Framework Pack
- Replies: 6
- Views: 1791
Re: Stargaze Framework Pack
Somehow, the file is not there at the blog. Are you sure it was uploaded? Also, do you know if there are any specific copyrights on it? This attachment contains the sourcecode to the tool he mentions - but packed in the format he is describing! Very amusing! edit wait, you found their packing tool?...
- Fri Jan 04, 2013 4:14 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 606883
Re: Señor Casaroja's Noesis
Brilliant, thanks!MrAdults wrote:The auto-reload thing was added because WRS wanted it, but it's disabled by default because most users won't need/want it, and I didn't want to impose the overhead of a filesystem hook when it's not needed
- Sat Dec 22, 2012 12:11 am
- Forum: Compressed files and methods
- Topic: Battle Arena Toshinden (PC/DOS) DATA.TSD
- Replies: 4
- Views: 2554
Re: Battle Arena Toshinden (PC/DOS) DATA.TSD
I got stuck on debugging this [roll] The file count (3250) is read in (at least referenced) in segment 0160 at address 001C456F DOSBox dump: 0160:001C456F mov edi,[esp+0008] ss:[0030A874]=00000CB2 EAX:00000004 EBX:00000004 ECX:00000000 EDX:00000000 ESI:0023E4AA EDI:0024E5C0 EBP:0024B9F4 ESP:0030A86C...
- Fri Dec 21, 2012 11:42 pm
- Forum: 3D/2D models
- Topic: luaexpose (3D visualiser)
- Replies: 3
- Views: 1085
Re: luaexpose (3D visualiser)
I think you may be right - I was put off Neosis by the need to register a file format first, I wasn't aware of the reload capabilities. Maybe I should have made this a feature request :) Being able to automatically run a format script on data (real-time reloading after the script has been updated) w...
- Fri Dec 21, 2012 2:41 pm
- Forum: 3D/2D models
- Topic: luaexpose (3D visualiser)
- Replies: 3
- Views: 1085
Re: luaexpose (3D visualiser)
I missed one of the main features, so allow this double post to explain it. Your scripts are automatically reloaded into the program if you save the Lua script file again. To explore possible 3D vertex data in an unknown model, your script might look something like: file = "unknown_model_data.d...
