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- 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...
- 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...
- 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
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?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?
- 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...
- 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...
- 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...
- 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!


- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
