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by JakeGreen
Mon Feb 08, 2016 5:08 pm
Forum: Graphic file formats
Topic: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
Replies: 63
Views: 27263

Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)

Here is the fixed Noesis plugin. x2t_image_noesis_final.zip Thanks all! So i'm finding a lot of textures that aren't working mainly if you go by name in Noesis and go down to 7efb9702.x2t that's where i started cause i was looking for the DC15 carbine first person texture and i found that. From wha...
by JakeGreen
Mon Feb 08, 2016 9:48 am
Forum: Graphic file formats
Topic: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
Replies: 63
Views: 27263

Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)

Some interesting progress is going on here. Indeed! :D http://www.mediafire.com/convkey/009c/l96gludrn4zghbbzg.jpg fmt_SWBF3_x2t.zip Thanks to chrrox for the base code from fmt_star_wars_kinect_tga.py. This script is titled for SWBF3 but it is mostly universal for swizzled 360 textures. You have to...
by JakeGreen
Mon Feb 08, 2016 3:00 am
Forum: 3D/2D models
Topic: [X360] Star Wars Battlefront III pre-alpha (*.rax)
Replies: 109
Views: 27762

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

These are the characters i saw with errors maceWindu leiapostepi6 masterferroda (both models) shara young_obi_wan krayt jawa rep_clonepilot snowtrooper asajj_ventress boba_fett count_dooku darth_vader darthmaul sith_witch You'll need to use Hex2obj on those. I threw Maul in that list because it loo...
by JakeGreen
Fri Feb 05, 2016 8:47 am
Forum: 3D/2D models
Topic: [X360] Star Wars Battlefront III pre-alpha (*.rax)
Replies: 109
Views: 27762

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

Alright so the plugin is great (if you're just wanting to view the models :bahaha: ), i've tried it on the demo version of Unwrap 3d pro and so far every character but the clone pilot (rep_clonepilot) doesn't load but like you said above some have trig...ect errors all over the place and i seen that...
by JakeGreen
Fri Feb 05, 2016 5:35 am
Forum: 3D/2D models
Topic: [X360] Star Wars Battlefront III pre-alpha (*.rax)
Replies: 109
Views: 27762

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

Wobble wrote:Can't do much with textures, so I'm done. UU3D downloads page has plugin for it.
Ah man i'm grateful you did this but damn i still hate that it's for this tool.
by JakeGreen
Wed Feb 03, 2016 11:08 pm
Forum: Graphic file formats
Topic: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
Replies: 63
Views: 27263

Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)

The textures were extracted with the names that were stored in the str file, and these same names are referenced in the rax files, the names are correct for this build. Ah okay, Well i found something that isn't right compared to one of the textures i already had to one i just exported. The one i h...
by JakeGreen
Wed Feb 03, 2016 10:02 pm
Forum: Graphic file formats
Topic: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
Replies: 63
Views: 27263

Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)

Last one: - Added filename argument scanning for zero headers. Arguments must be separated by spaces. x2t_image.zip <filename> <width> <height> <bpp> <format>.x2t This is really amazing it's just sad they didn't extract with the proper file names cause going down through noesis to find textures you...
by JakeGreen
Wed Feb 03, 2016 4:08 am
Forum: Graphic file formats
Topic: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
Replies: 63
Views: 27263

Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)

Woohoo, you got it! 62e82b02_solo_face_1024.JPG The data needs to be endian swapped before passing it to unswizzle functions. But, it's not perfect. The pixels are still very jagged. I don't know if this is how the original texture is supposed to look like on the XBox 360, or if the unswizzle funct...
by JakeGreen
Tue Feb 02, 2016 7:49 am
Forum: Graphic file formats
Topic: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
Replies: 63
Views: 27263

Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)

I don't know Python well, but I know C. It looks like you can create C plugins too with Noesis. So, I create a simple one from the PCX image source. Functions: //untiles raw pixel data void (*Noesis_UntileImageRAW)(BYTE *dst, BYTE *src, int dstSize, int imgW, int imgH, int bytesPerPix); //untiles d...
by JakeGreen
Fri Jan 29, 2016 8:06 am
Forum: 3D/2D models
Topic: [X360] Star Wars Battlefront III pre-alpha (*.rax)
Replies: 109
Views: 27762

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

So, if you have to put a date on it, these pre-alpha files here are the oldest files? Wikipedia says the SWBF3 game was cancelled in 2008. But, all of these pak/str data files are dated 2012. I'm not really sure about that it probably says 2012 on them cause that was when it was probably ripped ont...
by JakeGreen
Fri Jan 29, 2016 3:09 am
Forum: 3D/2D models
Topic: [X360] Star Wars Battlefront III pre-alpha (*.rax)
Replies: 109
Views: 27762

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

Does anyone know, are the models found here: https://facepunch.com/showthread.php?t=1304034 and here: https://facepunch.com/showthread.php?t=1339877 from the same SWBF3 Pre-alpha game? If they were, I thought I might try to use the textures found there, and use them here, but models don't appear to...
by JakeGreen
Wed Jan 27, 2016 9:00 am
Forum: 3D/2D models
Topic: [X360] Star Wars Battlefront III pre-alpha (*.rax)
Replies: 109
Views: 27762

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

Wobble wrote:Got it.
I didn't understand why the file was called hansolo_stormtrooper until now. :)
solo.JPG
Yeah there is a challenge mission in the game to escape the death star and luke and han stay in their stormtrooper gear as they get to the falcon.

Any chance you could give a link to the model?
by JakeGreen
Tue Jan 26, 2016 8:57 pm
Forum: 3D/2D models
Topic: [X360] Star Wars Battlefront III pre-alpha (*.rax)
Replies: 109
Views: 27762

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

This here is the reason we need a noesis script even if we don't have texture support yet cause having to get out the different submeshs than the UV maps as a different .obj is just to time consuming and annoying.
by JakeGreen
Sat Jan 23, 2016 6:50 am
Forum: 3D/2D models
Topic: [X360] Star Wars Battlefront III pre-alpha (*.rax)
Replies: 109
Views: 27762

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

Um the Uv maps could be stored in another file but i don't think it would be and after looking through the files it also looks like the bones for almost all of the characters are stored in their main OB.rax file as well. Also it looks like you missed the hair as well in the file not sure if it's the...
by JakeGreen
Mon Jan 18, 2016 12:34 am
Forum: 3D/2D models
Topic: [REL] Disney INFINITY Model Extractor
Replies: 73
Views: 37099

Re: [REL] Disney INFINITY Model Extractor

So what's going on here does the bms script need updated or something? could be, the devs might have caught wind of everyone extracting their stuff and decided to throw a wrench into the thing :devilgrin: Well i noticed when batch extracted all the files that be bms script skips i'd say like 20+ fi...