Important information: this site is currently scheduled to go offline indefinitely by December 1st 2023.
If you wish to donate to attempt the preservation of tools and software somewhere else before it goes down, check the GoFundMe
If you wish to donate to attempt the preservation of tools and software somewhere else before it goes down, check the GoFundMe
Search found 711 matches
- Wed Jul 20, 2016 4:13 pm
- Forum: General game tools
- Topic: Model Inspector (binary files to OBJ)
- Replies: 17
- Views: 21382
Re: Model Inspector (binary files to OBJ)
Excellent tool, thanks for sharing! 
- Wed Jul 13, 2016 1:23 pm
- Forum: Game Archive
- Topic: Cryengine 3 terrain data compression.
- Replies: 1
- Views: 1001
Re: Cryengine 3 terrain data compression.
Probably best to look at CryEngine's source code.
Also the files are not compressed so I'll move this to Game Archive sub-forum.
Also the files are not compressed so I'll move this to Game Archive sub-forum.
- Wed Jul 13, 2016 1:21 pm
- Forum: Graphic file formats
- Topic: Resident Evil: The Mercenaries 3D .Tex Texture Format
- Replies: 1
- Views: 1051
Re: Resident Evil: The Mercenaries 3D .Tex Texture Format
The problem is the texture data does not look like standard DDS data. The pixel data must have been customised for the 3DS, perhaps something from the 3DS SDK is required or some compression is applied (unlikely).
- Wed Jul 13, 2016 1:17 pm
- Forum: Code Talk
- Topic: 3d tool for changing file extension of files
- Replies: 4
- Views: 2309
Re: 3d tool for changing file extension of files
You're not providing enough information on what you are trying to do. Are you trying to: A. Create a tool that can rename the file extension with a 3D gui. or B. Create a tool that can rename file extensions for 3D related file formats. or C. Create a 3D Model/Skeletal/Animation viewer tool which ca...
- Tue Jul 12, 2016 2:34 pm
- Forum: 3D/2D models
- Topic: [PC] Tom Clancy's The Division [.mmb] - Noesis importer.
- Replies: 48
- Views: 27959
Re: [PC] Tom Clancy's The Division [.mmb] - Noesis importer.
File sample? They're probably there, just not upscaled.mattyshido wrote:Backpacks need UVs none of backpack have it :/
- Mon Jul 11, 2016 12:43 pm
- Forum: Game Archive
- Topic: anyway to get Destiny models from Last Gen yet?
- Replies: 5
- Views: 2629
Re: anyway to get Destiny models from Last Gen yet?
No because the compression algorithm used isn't released publicly.
- Sat Jul 09, 2016 11:27 pm
- Forum: Game Archive
- Topic: The Division SDF Archive Format
- Replies: 137
- Views: 80816
Re: The Division SDF Archive Format
First of all thanks for this tool, it's really awesome but I guess its not perfect? As in does it extract everything because I can't seem to find the scope and or its reticles but mainly the scope texture. Or am I just seriously blind? I'm talking about this : http://oi67.tinypic.com/fuludg.jpg Eve...
- Wed Jul 06, 2016 7:44 pm
- Forum: Game Archive
- Topic: how can i open this file on obb call of duty strike android?
- Replies: 3
- Views: 1206
Re: how can i open this file on obb call of duty strike andr
Hi James82 I have moved your topic to the correct sub-forum. Please do not post under the tutorial section unless it is a thread providing a tutorial.
Cheers.
Cheers.
- Mon Jul 04, 2016 6:26 pm
- Forum: Audio file formats
- Topic: Resident Evil 5 Sound Files: help request
- Replies: 2
- Views: 2888
Re: Resident Evil 5 Sound Files: help request
Nothing is hardcoded.
If I recall correctly, Resident Evil 5 sound effects are all stored within .SPC files. I wrote a tool several years ago to manage the format, it should be floating around somewhere.
Regards.
If I recall correctly, Resident Evil 5 sound effects are all stored within .SPC files. I wrote a tool several years ago to manage the format, it should be floating around somewhere.
Regards.
- Sun Jul 03, 2016 7:19 pm
- Forum: Code Talk
- Topic: trying to make a bms script
- Replies: 6
- Views: 2578
Re: trying to make a bms script
The snippets of BMS script your provided should work. Are you having any syntax errors?
I would personally:
QuickBMS probably wants the hex offset prefixed by "0x". And yes, you can always print variables to ensure you are reading the correct data.
I would personally:
Code: Select all
endian big
goto 0xC
get unknown long- Sun Jun 19, 2016 8:06 pm
- Forum: Game Archive
- Topic: Crash Team Racing BIGFILE.BIG
- Replies: 20
- Views: 9748
Re: Crash Team Racing BIGFILE.BIG
Hello, I know this thread is so old, but I want to ask you how I can extract the BIGFILE.big Sorry, I'm little stupid and I don't understand how I can extract the file with the Gh0stBlade code I want the track models too and I hope you can help me Thanks and have a nice day! PS: sorry for my bad en...
- Sat Jun 11, 2016 8:37 pm
- Forum: General game tools
- Topic: Files extractor
- Replies: 1
- Views: 1863
Re: Files extractor
Locking this.
This sub-forum is dedicated to game-specific tools. You have been very vague on what you need help with here and did not provide any details about the game in question.
This sub-forum is dedicated to game-specific tools. You have been very vague on what you need help with here and did not provide any details about the game in question.
- Sat Jun 11, 2016 1:14 pm
- Forum: Graphic file formats
- Topic: PSVita GXT PVTRC2 Problems
- Replies: 10
- Views: 4551
Re: PSVita GXT PVTRC2 Problems
Looks like either wrong DDS format or an issue with the unswizzling.
- Thu Jun 09, 2016 7:16 pm
- Forum: Code Talk
- Topic: making keyframed animations in Noesis
- Replies: 4
- Views: 3138
Re: making keyframed animations in Noesis
Documentation is located in Noesis/Plugins/Python/__NPReadMe.txt
- Wed Jun 01, 2016 8:13 am
- Forum: Game Archive
- Topic: UE4 .uasset
- Replies: 6
- Views: 9052
Re: UE4 .uasset
The source code for UE4 is free, maybe you can look at that. Not to be rude, but that's kinda the opposite of what I asked for Oh, you're not being rude at all. But there is a reason for me directing you to the UE4 source code. UE4's source code will contain the info required (structs for all file ...
