The Forum is up for sale: XeNTaX Forum looking for new owner
Search found 643 matches
- Mon Jun 11, 2007 6:55 pm
- Forum: Game Archive
- Topic: Tomb Raider - Anniversary - BIG File (.001 .. .00X)
- Replies: 6
- Views: 5712
Re: Tomb Raider - Anniversary - BIG File (.001 .. .00X)
When I disassembled main pe file,i found decrypting procedure but I"m unable to rewtite it as function to programming language (bacause I dont know asm very well). But at first look it using xor,neg and other operations. So if you don't know enough asm to understand the code properly, how can ...
- Mon Jun 11, 2007 6:50 pm
- Forum: Game Archive
- Topic: Hospital Tycoon-.Pak (Already found something,example too)
- Replies: 12
- Views: 4186
- Mon Jun 11, 2007 6:43 pm
- Forum: Game Archive
- Topic: Supreme Commander
- Replies: 13
- Views: 7081
- Mon Jun 11, 2007 6:41 pm
- Forum: Game Archive
- Topic: Supreme Commander
- Replies: 13
- Views: 7081
The sound files are XACT wave banks. http://en.wikipedia.org/wiki/XACT The XACT tool in the DirectX SDK didn't work for me I think. At least the header of the wave files was missing. So I modified unxwb a little bit (quick n dirty). The batch file demonstrates how to extract the music. VLC is able t...
- Mon Jun 11, 2007 1:23 am
- Forum: Old posts
- Topic: Settlers 2:Next Generation (Finished)
- Replies: 10
- Views: 10218
Here is a code snippet with the most important parts of my quick n dirty tool written in D. Please PM me if you make any optimizations. Comments and variable names are in German (Learn it or die tryin' ;)) The entry point for code analysis is the Entpacken function at the end. private ubyte[] puffer...
- Wed Jun 06, 2007 10:56 pm
- Forum: Compressed files and methods
- Topic: iDance character .dcz file
- Replies: 1
- Views: 2322
- Tue May 22, 2007 7:50 am
- Forum: Holy Cow!
- Topic: Wer spricht jetzt hier eigentlich deutsch?
- Replies: 14
- Views: 6966
- Tue Apr 24, 2007 2:17 pm
- Forum: Graphic file formats
- Topic: Keeper 2 texture format, compression?!
- Replies: 10
- Views: 7342
Dungeon Keeper 1 uses RNC compression, maybe something like that is used here, too?
http://www.yoda.arachsys.com/dk/
http://www.devrs.com/gb/files/rnc.zip
http://www.yoda.arachsys.com/dk/
http://www.devrs.com/gb/files/rnc.zip
- Sun Apr 15, 2007 7:20 pm
- Forum: 3D/2D models
- Topic: need help with DK2 models
- Replies: 25
- Views: 13249
- Fri Apr 13, 2007 5:07 pm
- Forum: Game Archive
- Topic: Infernal game .zap extractor
- Replies: 20
- Views: 8753
Please post such things in hex code.Savage wrote:Code: Select all
íZKSGžsªr
- Thu Apr 12, 2007 12:34 pm
- Forum: Miscellaneous
- Topic: Dungeon Keeper 2 Texture Extractor
- Replies: 3
- Views: 5966
Dungeon Keeper 2 Texture Extractor
This tool extracts all of the textures out of EngineTextures.dat.
Put it into the same directory als EngineTextures.dir and run it, that's all.
I didn't include much error handling, so there might occur some problems, but it works fine on my machine.
Doesn't work on Win9x!
Put it into the same directory als EngineTextures.dir and run it, that's all.
I didn't include much error handling, so there might occur some problems, but it works fine on my machine.
Doesn't work on Win9x!
- Thu Apr 12, 2007 12:44 am
- Forum: Graphic file formats
- Topic: Keeper 2 texture format, compression?!
- Replies: 10
- Views: 7342
Keeper 2 texture format, compression?!
Seems to use compression, a 128x128 texture with only 5KB must be compressed somehow. struct header { int resx; int resy; int size; // size of the whole file - 12 short resx; short resy; int uk; // = 0x75 -> compression identifier? } Here are some sample files, any help is appreciated. :) Edit: If y...
- Thu Apr 12, 2007 12:40 am
- Forum: Compressed files and methods
- Topic: how to recognize zlib?
- Replies: 1
- Views: 2632
how to recognize zlib?
Are there any characteristics?
Please don't just say, try it out by decompressing it, sometimes you have archives with header information where you can't say for sure where the header ends and data starts.
Please don't just say, try it out by decompressing it, sometimes you have archives with header information where you can't say for sure where the header ends and data starts.
- Tue Apr 10, 2007 7:44 pm
- Forum: 3D/2D models
- Topic: need help with DK2 models
- Replies: 25
- Views: 13249
- Tue Apr 10, 2007 2:39 pm
- Forum: 3D/2D models
- Topic: need help with DK2 models
- Replies: 25
- Views: 13249
Here another set of example files containing the files for the imp. The special thing about this one is that imp.kmf is a mesh file.
The archive also includes a maxscript I generated out of the imp.kmf. If you load it, you can see the contours of the imp. The faces aren't right, this was just a test.
The archive also includes a maxscript I generated out of the imp.kmf. If you load it, you can see the contours of the imp. The faces aren't right, this was just a test.
