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by EcheloCross
Thu Nov 14, 2013 4:09 pm
Forum: Game Archive
Topic: [PS3/ X360] GTA V resource research & software development
Replies: 219
Views: 107207

Re: [PS3/ X360] GTA V resource research & software developme

redman wrote:or is there a easier method to resize a dds file automated? like a thumbnail creator.
You may be able to make your dds with DDS Utilities from here: https://developer.nvidia.com/legacy-texture-tools

I haven't tested, but it might be worth a try.
by EcheloCross
Tue Nov 05, 2013 11:22 pm
Forum: Game Archive
Topic: [PS3/ X360] GTA V resource research & software development
Replies: 219
Views: 107207

Re: [PS3/ X360] GTA V resource research & software developme

Hey kornto, I am having trouble with part0\levels\gta5\generic\gtxd.rpf. When I export the entire contents of it, I get this error. Offset and length were out of bounds for the array or count is greater than the number of elements from index to the end of the source collection. It is happening in Pa...
by EcheloCross
Tue Nov 05, 2013 10:54 pm
Forum: Game Archive
Topic: [PS3/ X360] GTA V resource research & software development
Replies: 219
Views: 107207

Re: [PS3/ X360] GTA V resource research & software developme

I replaced all mips in the low res, and high res didn't have mips. Low res have 3 mips in the .xtd I modded. I just directly modded the data instead of using the texture editor. Similar to the way it was done in this post. http://forum.xentax.com/viewtopic.php?p=81727#p81727 Chances are if you don't...
by EcheloCross
Tue Nov 05, 2013 5:57 pm
Forum: Game Archive
Topic: Family Guy: Back to the Multiverse
Replies: 41
Views: 17471

Re: Family Guy: Back to the Multiverse

I never did much more research on this format. Last I remember, I didn't see the character models anywhere obvious. Would be a fun game to mod graphics on.
by EcheloCross
Tue Nov 05, 2013 5:50 pm
Forum: Game Archive
Topic: diablo 3 (XBOX 360)
Replies: 2
Views: 2259

Re: diablo 3 (XBOX 360)

The main header has a few bits of info. -File entry count -zlib blocks start -possible checksum before padding near end of main header -a few other unknowns The next section looks encrypted. There is a section after the one that looks encrypted that seems to go up kind of sequentially. After that th...
by EcheloCross
Tue Nov 05, 2013 5:24 pm
Forum: Game Archive
Topic: [PS3/ X360] GTA V resource research & software development
Replies: 219
Views: 107207

Re: [PS3/ X360] GTA V resource research & software developme

Finally managed to mod a few textures. This is s_m_y_cop_01.xtd and s_m_y_cop_01+hi.xtd from componentpeds_s_m_y.rpf from part0.rpf with an inversion of the rgb colors on the dxt1 data. http://i.imgur.com/5zAmtIU.jpg There is so much to tinker with in this game. Btw, kornto, I had to comment out 1 l...
by EcheloCross
Sun Sep 22, 2013 7:20 pm
Forum: Game Archive
Topic: Saints row IV ps3_vpp.
Replies: 39
Views: 12667

Re: Saints row IV ps3_vpp.

Hey anyone made any progress on decrypting or decompressing the data?
by EcheloCross
Sun Sep 01, 2013 4:56 pm
Forum: Game Archive
Topic: Saints row IV ps3_vpp.
Replies: 39
Views: 12667

Re: Saints row IV ps3_vpp.

Any progress chrrox?
by EcheloCross
Fri Aug 30, 2013 3:04 am
Forum: Game Archive
Topic: Saints row IV ps3_vpp.
Replies: 39
Views: 12667

Re: Saints row IV ps3_vpp.

anyone got an xbox sample? You can grab one from xbuc.net. Search for 130ABF66 in the search bar and unpack the downloaded file with wxpirs or another container tool. Once the container is extracted, you will have 3 files. The one I'm testing on is patch_compressed.vpp_xbox2. patch_compressed.vpp_x...
by EcheloCross
Fri Aug 30, 2013 1:39 am
Forum: Game Archive
Topic: Saints row IV ps3_vpp.
Replies: 39
Views: 12667

Re: Saints row IV ps3_vpp.

somebody said xbox and ps3 files are identical just different endian, so i'm assuming zlib. post a screenshot of the hex where the compressed data starts. the PC files contain the zlib prefix 78DA so i don't think the xbox one will have the missing prefix. if it's a different compression i would fi...
by EcheloCross
Thu Aug 29, 2013 7:00 pm
Forum: Game Archive
Topic: Saints row IV ps3_vpp.
Replies: 39
Views: 12667

Re: Saints row IV ps3_vpp.

I'm getting some similar results as quickbms using ICSharpCode.SharpZipLib.Zip.Compression; as some of the files the bms script tries seem to start inflating. I told the inflater's SetInput() to use from the 8th byte of of the chunk the container is referring to. I also got a similar result by tryin...
by EcheloCross
Thu Aug 29, 2013 2:36 am
Forum: Game Archive
Topic: Saints row IV ps3_vpp.
Replies: 39
Views: 12667

Re: Saints row IV ps3_vpp.

Note: I have only tested this on the xbox360 files. Is everyone sure this is zlib? I know it does provide the decompressed and compressed sizes in the header sections for each file, but no dll/quickbms is actually decompressing the data. The current script does not decompress, only removes the first...
by EcheloCross
Tue Jan 08, 2013 12:39 am
Forum: 3D/2D models
Topic: Star Trek Legacy .M3D conversion
Replies: 9
Views: 4001

Re: Star Trek Legacy .M3D conversion

Thanks for all your help chrrox and mariokart64n. I've finally got the faces parsing correctly. http://oi45.tinypic.com/wssozq.jpg Time to add uv and normal extraction to my tool now. :) Update.. UVs and normals are working out just fine using the same re-indexing method. :) http://oi46.tinypic.com/...
by EcheloCross
Sun Jan 06, 2013 3:31 am
Forum: 3D/2D models
Topic: Star Trek Legacy .M3D conversion
Replies: 9
Views: 4001

Re: Star Trek Legacy .M3D conversion

Thanks for responding chrrox. I do skip 2 bytes past the string default, and begin to read faces 6 bytes at a time. I think the face count is just above the string default right before the mesh name as a short. If I use the entire block based on that count though, it generates way too many faces. An...
by EcheloCross
Sat Jan 05, 2013 11:36 pm
Forum: 3D/2D models
Topic: Star Trek Legacy .M3D conversion
Replies: 9
Views: 4001

Star Trek Legacy .M3D conversion

I've been looking into the Star Trek Legacy .M3D files in an attempt to get the geometry out of them. The vertices are stored as 32bit little endian floats, and the face indexes look like they're stored as little endian shorts. Before the vertex block starts there are 3 counts and a possible type fl...