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- Wed Oct 07, 2009 8:10 am
- Forum: Graphic file formats
- Topic: .DDS to .TGA and back
- Replies: 6
- Views: 2324
Re: .DDS to .TGA and back
Try to use Photoshop+DDS plugin or GIMP+DDS plugin. Problem solved.
- Mon Oct 05, 2009 7:46 am
- Forum: Game Archive
- Topic: [PC] Resident Evil 5
- Replies: 104
- Views: 69127
Re: [PC] Resident Evil 5
I want to edit subtitles and translate Turkish Language. How can i do it , i can extract some arc files but can not edit them. Help please. There is a MSGEditor to DMC4, but doesn't support the RE5 MSG format. You can convert into txt, but that's all. The msg file doesn't work. Maybe some day. Unti...
- Fri Oct 02, 2009 8:47 am
- Forum: Game Archive
- Topic: [PC] Resident Evil 5
- Replies: 104
- Views: 69127
Re: [PC] Resident Evil 5
The size of DDS header is always 128byte. The TEX header is 44, I think. So cut out the DDS header, paste the first 44bytes of TEX, rename to TEX and done.
This works for DMC4.
Just try out.
This works for DMC4.
Just try out.
- Sun Sep 27, 2009 11:50 am
- Forum: Game Archive
- Topic: [PC] Resident Evil 5
- Replies: 104
- Views: 69127
Re: [PC] Resident Evil 5
Making a repacker is much easier than making an injector, because RE5 use Zlib compression, which is free. DMC4 use modified LZX compression, which source is unknow.ResiHax wrote:We'd need an .arc injector or repacker to get past this. The DMC4 one is for DMC4 only and doesn't work.
- Sat Sep 19, 2009 7:08 am
- Forum: Game Archive
- Topic: [PC] Devil May Cry 4
- Replies: 320
- Views: 156997
Re: [PC] Devil May Cry 4
The facts:
-this is a DMC4 topik
-my program compatible only with DMC4 .msg2 files
-this is a Resident Evil 5 msg2 file!
-I don't have the game, to update my program to RE5 (I need to testing)
-this is a DMC4 topik
-my program compatible only with DMC4 .msg2 files
-this is a Resident Evil 5 msg2 file!
-I don't have the game, to update my program to RE5 (I need to testing)
- Fri Sep 18, 2009 10:28 pm
- Forum: Game Archive
- Topic: [PC] Devil May Cry 4
- Replies: 320
- Views: 156997
Re: [PC] Devil May Cry 4
In this case, I need the original msg2 and the new txt.
- Thu Sep 17, 2009 10:48 am
- Forum: Game Archive
- Topic: Neocron 2 *.PAK
- Replies: 4
- Views: 1355
Re: Neocron 2 *.PAK
This is a container file. The contained files compressed with zlib. I don't know about editor.
- Wed Sep 02, 2009 6:06 pm
- Forum: Game Archive
- Topic: [PC] Devil May Cry 4
- Replies: 320
- Views: 156997
Re: [PC] Devil May Cry 4
So this is my ARCInjector. This can remake the arc files. But this program can't recompress the new data, just inject into the arc file! Because this is a translator tool, only tex/dds/msg supported fully. Other format not tested. The program based on Inside the game's source of Lost Planet ARC Extr...
- Thu Aug 13, 2009 2:23 pm
- Forum: Game Archive
- Topic: Bionic Comando
- Replies: 32
- Views: 8525
Re: Bionic Comando
Earlier I tried to find LUA decompiler, to an other game (maybe lua 5.1.3), but only the 5.0 supported. 
And that was 1year ago! And still nothing new.
And that was 1year ago! And still nothing new.
- Thu Aug 13, 2009 8:21 am
- Forum: Game Archive
- Topic: Bionic Comando
- Replies: 32
- Views: 8525
Re: Bionic Comando
I know, this is not so moddable as the GRAW (graw1-2 official modtool exist, but BC modtools not), but as you see in my earlier post the image, it' posible. I'm not touched to any bundle file, but still working. I know that the GRAW is more mod-friendlier as this. Also truth, that I don't care the 3...
- Wed Aug 12, 2009 9:29 pm
- Forum: Game Archive
- Topic: Bionic Comando
- Replies: 32
- Views: 8525
Re: Bionic Comando
This engine is moddable or was. This (of course older) Diesel engine run under GRAW1-2.
Maybe the new GRAW will be much better, of course if then the GRIN is exist and they make the game.
Maybe the new GRAW will be much better, of course if then the GRIN is exist and they make the game.
- Mon Aug 10, 2009 8:09 am
- Forum: Game Archive
- Topic: Bionic Comando
- Replies: 32
- Views: 8525
Re: Bionic Comando
I'm translating the game too. I have all source to translating. Just give me an e-mail address in PM, and I sent you all source.
But you have to work with DDS images! I hope this is not problem. And the texts is in XML format.
But you have to work with DDS images! I hope this is not problem. And the texts is in XML format.
- Wed Jul 29, 2009 6:01 pm
- Forum: Game Archive
- Topic: Resident Evil 5 Benchmark Backgrounds
- Replies: 20
- Views: 5409
Re: Resident Evil 5 Benchmark Backgrounds
I think, the first image is compressed with DXT1-3-5, but the header is bad. The size of the second image is incorrect, maybe.
Why don't you try out the DMC4 text2dds converter? Maybe works.
viewtopic.php?f=10&t=3057&st=0&sk=t&sd=a&start=30
Why don't you try out the DMC4 text2dds converter? Maybe works.
viewtopic.php?f=10&t=3057&st=0&sk=t&sd=a&start=30
- Wed Jul 29, 2009 2:33 pm
- Forum: Game Archive
- Topic: Resident Evil 5 Benchmark Backgrounds
- Replies: 20
- Views: 5409
Re: Resident Evil 5 Benchmark Backgrounds
Use normal view, like from 0 to F, not 0-20, and then you can see the header.
The size of header is fixed, 128byte (80h).
The size of header is fixed, 128byte (80h).
- Mon Jul 27, 2009 12:25 pm
- Forum: Game Archive
- Topic: Bionic Comando
- Replies: 32
- Views: 8525
Re: Bionic Comando
The .bundle file is just a container, but the .fcl is compressed. The .fcl file contain (i think) only the data of levels. But if you decompress the .fcl, and somehow unpack the files with own name and folder-tree, put this datas into the quick.bundle file, the game will use this files. For example:...
