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by EcheloCross
Sat Dec 22, 2012 2:47 am
Forum: Game Archive
Topic: Family Guy: Back to the Multiverse
Replies: 41
Views: 17471

Re: Family Guy: Back to the Multiverse

This is a good look at the way the HAVK blocks work. Some of them contain mesh data for weapons. I'm not sure what the pointers at the beginning of the block mean, it could be a reference from another base offset. http://oi46.tinypic.com/2bzerb.jpg The MAST and SECT blocks come first, so I was hopin...
by EcheloCross
Fri Dec 21, 2012 5:34 pm
Forum: Game Archive
Topic: Family Guy: Back to the Multiverse
Replies: 41
Views: 17471

Re: Family Guy: Back to the Multiverse

Is it possible to make extraction process more automatically? :) I've been skimming through the .ho files for pointers. So far I don't see they way the pointers are used. Its probably something simple. Has anyone looked for the data pointers in the .ho files? Once these are found, I can make the pr...
by EcheloCross
Fri Dec 21, 2012 1:06 am
Forum: Game Archive
Topic: Family Guy: Back to the Multiverse
Replies: 41
Views: 17471

Re: Family Guy: Back to the Multiverse

ikskoks wrote:So, I'll wait until you release your tool ;p

Do you plan to add an import option of edited textures, models etc. in the future?
I usually add import options to my tools, I'm not sure what the forum rules are on posting those types of tools though. Anybody can clear this up for me?
by EcheloCross
Fri Dec 21, 2012 12:54 am
Forum: Game Archive
Topic: Family Guy: Back to the Multiverse
Replies: 41
Views: 17471

Re: Family Guy: Back to the Multiverse

The image extraction section works by looking at the scanned section output in this template. http://oi48.tinypic.com/15hnar.jpg You specify the block number where the texture starts, and specify its resolution. Its pretty easy to get any resolution image out by looking at this template. For instanc...
by EcheloCross
Fri Dec 21, 2012 12:16 am
Forum: Game Archive
Topic: Family Guy: Back to the Multiverse
Replies: 41
Views: 17471

Re: Family Guy: Back to the Multiverse

How did you get these models? I wrote a tool that can grab data from specified pointers. So if you know the data's pointer offset, and size. You can attempt to extract it to either tga, or obj depending on if the data is texture data or mesh data. http://oi50.tinypic.com/33jgsqo.jpg I'm going to ad...
by EcheloCross
Thu Dec 20, 2012 11:47 pm
Forum: Game Archive
Topic: Family Guy: Back to the Multiverse
Replies: 41
Views: 17471

Re: Family Guy: Back to the Multiverse

I've managed to get some model and texture data out of the .ho files. http://oi48.tinypic.com/53p95h.jpg http://oi49.tinypic.com/120jswo.jpg Theres a lot I haven't figured out yet though. Like where the pointers are. It seems the only model data I can find faces for is in the HAVK blocks. I've found...
by EcheloCross
Thu Mar 15, 2012 9:54 pm
Forum: 3D/2D models
Topic: Final Fantasy XIII-2 extraction
Replies: 123
Views: 62537

Re: Final Fantasy XIII-2 extraction

Well well. I made some progress. Looks like big time mods are possible now!

Image
by EcheloCross
Thu Mar 08, 2012 1:08 am
Forum: 3D/2D models
Topic: Final Fantasy XIII-2 extraction
Replies: 123
Views: 62537

Re: Final Fantasy XIII-2 extraction

Yup, Genesis and I wrote the ffxiii-2 save editor. The decryption he's talking about is not for filelists. I have made some progress though. I pulled the decrypted filelist out of memory. It was still zlibbed, but I was easily able to unzlib it. I now have the filelists in plain text. I'm going to t...
by EcheloCross
Thu Mar 08, 2012 12:05 am
Forum: 3D/2D models
Topic: Final Fantasy XIII-2 extraction
Replies: 123
Views: 62537

Re: Final Fantasy XIII-2 extraction

What I did to get the geometry back in game was 0'ed out the STMS section 24 bytes after the STMS header to the end of the STMS section, and then used the method you described to get it back into DLC. To get true texture mods for this game, I need to learn how to unswizzle + reswizzle them, and then...
by EcheloCross
Wed Mar 07, 2012 10:09 pm
Forum: 3D/2D models
Topic: Final Fantasy XIII-2 extraction
Replies: 123
Views: 62537

Re: Final Fantasy XIII-2 extraction

Source code for noesis is public? I've been looking for it. You have a link? I looked at that file in the pluginsource.zip. It talks about the prototype methods for un-tiling I think. I've taken a dds exported from noesis and inverted the colors in photoshop. I then saved it as DXT1, stripped the he...
by EcheloCross
Wed Mar 07, 2012 3:39 am
Forum: 3D/2D models
Topic: Final Fantasy XIII-2 extraction
Replies: 123
Views: 62537

Re: Final Fantasy XIII-2 extraction

Well, I'm getting closer to understanding the trb + imgb relation. I've got the proper imgb segments into some kind of dds format based on what MrAdults said a year or so ago in the FFXIII-1 thread. MrAdults explained the trb format pretty well for all parts of it in that old thread. The GTEX segmen...
by EcheloCross
Tue Mar 06, 2012 4:07 am
Forum: 3D/2D models
Topic: Final Fantasy XIII-2 extraction
Replies: 123
Views: 62537

Re: Final Fantasy XIII-2 extraction

mariokart64n, I wrote a small utility to extract the different sections of the trb format. It allows you to align the data more quickly from different trb files for comparison in a hex editor. Here is the link. http://www.mediafire.com/?5mu4crcb58ub5c6 To use it, type the following at the command pr...
by EcheloCross
Thu Apr 29, 2010 11:41 pm
Forum: 3D/2D models
Topic: FF 13 3D models ripping possible ...
Replies: 420
Views: 188364

Re: FF 13 3D models ripping possible ...

i believe you can just make a batch file with that command line programname.exe c201.x360.trb > mesh.obj in note pad and save it as insertname.bat and change the file format from txt to all and then click the batch file and it should convert it to .OBJ~ on a side note, am still struggling to get th...