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- Thu Oct 28, 2021 4:06 pm
- Forum: Game Archive
- Topic: Unpacking and Decrypting .pak
- Replies: 8
- Views: 5947
Re: Unpacking and Decrypting .pak [The Isle]
@StijnDark: umodel can recognize and extract only compatible assets from game packages, while quickbms script will extract everything from the package. I don't know what do you expect from extracted files, but if you've extracted them with quickbms, there is nothing else you can get from there.
- Sun Oct 24, 2021 7:02 pm
- Forum: Compressed files and methods
- Topic: Decompress Dark Nemesis: Infinite Quest
- Replies: 4
- Views: 3106
Re: Decompress Dark Nemesis: Infinite Quest
@RedBear: I'm not sure, but maybe it's worth to look for some tools or scripts, related to the engine and other games on it (though I couldn't find any).
- Sun Oct 24, 2021 3:04 pm
- Forum: Compressed files and methods
- Topic: Decompress Dark Nemesis: Infinite Quest
- Replies: 4
- Views: 3106
Re: Decompress Dark Nemesis: Infinite Quest?
The game is built with Fancy3D engine, so trimmed aluigi's script for the engine archives will do. Extracted images has their own format though.
- Sat Oct 23, 2021 1:15 am
- Forum: 3D/2D models
- Topic: .BFF format from Fast and Furious Crossroads
- Replies: 7
- Views: 1126
Re: .BFF format from Fast and Furious Crossroads
...like NFSShift... but even if you can extract them, their meshes are encrypted... Oh, well, it's just that sounded like NFS Shift meshes can't be viewed at all, which is quite confusing. Extracting files with quickbms script and viewing them in a compatible program doesn't require any skills, so ...
- Fri Oct 22, 2021 5:17 pm
- Forum: 3D/2D models
- Topic: .BFF format from Fast and Furious Crossroads
- Replies: 7
- Views: 1126
Re: .BFF format from Fast and Furious Crossroads
I'm not sure why NFS Shift is mentioned in the list, since it should be supported with ZModeler and 3DSimED. Also, it doesn't seems like the meshes data (meb files) from packages above is truly encrypted. At the beginning there is vertex count -> something -> positions data -> something (count x 2) ...
- Sun Oct 17, 2021 10:52 am
- Forum: Tutorials
- Topic: Noesis tutorial Basic Model
- Replies: 75
- Views: 88148
Re: Noesis tutorial Basic Model
Apparently noesis supports up to 4 UV buffers through the following functions: void (*rpgBindUVXBuffer)(void *data, rpgeoDataType_e dataType, int stride, int uvIndex, int elemCount); void (*rpgBindUVXBufferSafe)(void *data, rpgeoDataType_e dataType, int stride, int uvIndex, int elemCount, int buffer...
- Sat Oct 16, 2021 4:19 pm
- Forum: Game Archive
- Topic: [request] Quickbms script to solve unity asset's double header
- Replies: 2
- Views: 756
Re: [request]quickbms script to solve unity asset's double header
@wansf: Something like this should work: get NAME filename string NAME p "new/%s" NAME findloc OFFSET string "UnityFS" 0 "" if OFFSET == "" print "Header not found!" cleanexit else get SIZE asize math SIZE - OFFSET log NAME OFFSET SIZE endif and in c...
- Sat Oct 09, 2021 12:11 am
- Forum: 3D/2D models
- Topic: Ripping Samus Dread (.pkg file)
- Replies: 108
- Views: 25895
Re: Ripping Samus Dread (.pkg file)
I've updated script for bctex in the package - it now extracts first mip from decompressed texture as "raw" file. You can convert it with Rawtex and provided in the filename parameters + switch swizzle (quickbms obviously doesn't support swizzling, so you can't directly convert to dds with...
- Fri Oct 08, 2021 7:47 pm
- Forum: 3D/2D models
- Topic: Ripping Samus Dread (.pkg file)
- Replies: 108
- Views: 25895
Re: Ripping Samus Dread (.pkg file)
Neat, I don't like working on textures so that's helpful. I'll add bctex support to the plugin later if it's straighforward enough It's pretty much straightforward, if you need only the first mip. In decompressed texture: -> 0x8 (and at 0xB8): int height, int width -> 0xCC: int mip_count if mip_cou...
- Fri Oct 08, 2021 5:48 pm
- Forum: 3D/2D models
- Topic: Ripping Samus Dread (.pkg file)
- Replies: 108
- Views: 25895
Re: Ripping Samus Dread (.pkg file)
Script for bctex decompression added to my post above. I didn't bother with it much, but those are mipped textures, compressed with gzip - they're also using switch swizzling and most of them are DXT5. In decompressed textures first 0x78 bytes are base header, then there is 0xAC bytes of probably mi...
- Tue Oct 05, 2021 11:44 pm
- Forum: 3D/2D models
- Topic: Ripping Samus Dread (.pkg file)
- Replies: 108
- Views: 25895
Re: Ripping Samus Dread (.pkg file)
Here is simple script for Metroid Dread pkgs, it's almost a copy of Samus Returns script with a few adjustments. Update: Script for bctex decompression added. Update 2: Script for bctex now extracts first mip as "raw" file. You can convert it with tools like Rawtex and provided in the file...
- Thu Sep 30, 2021 6:50 pm
- Forum: Game Archive
- Topic: NEO: The World Ends With You (Unity 3D)
- Replies: 14
- Views: 4082
Re: NEO: The World Ends With You (Unity 3D)
Here is simple quickbms script for decrypting unity3d assets. Credits to akintos for the key.
- Wed Sep 29, 2021 6:43 pm
- Forum: 3D/2D models
- Topic: UE4 ACL Animation Tool [Valorant, Life is Strange, Apex etc]
- Replies: 46
- Views: 19856
Re: UE4 ACL Animation Tool [Valorant, Life is Strange, Apex etc.]
@crypt: It was already answered in the original topic at gildor's forum, you just ignored it and didn't bother to read the whole topic in the first place. TLDR: Do not use armature when exporting morphs with morphs build, re-use default armature (skeleton) by exporting a model with base version of s...
- Wed Sep 29, 2021 1:56 am
- Forum: Compressed files and methods
- Topic: How unpack b2container in Gears 5
- Replies: 17
- Views: 11184
Re: How unpack b2container in Gears 5
You can also follow umodel related development for the game in respective game topic. Though at the point it's better to improve or at least to fix extraction script, as currently it's a bit bugged.
- Wed Sep 22, 2021 3:11 am
- Forum: 3D/2D models
- Topic: Dragon Raja Mesh Importor & Texture Convertor
- Replies: 100
- Views: 35747
Re: Dragon Raja Mesh Importor & Texture Convertor
Here is slightly modified script for PC client. Make sure you've merged respective png files first (like model+model.pk1+model.pk2, order is important). The difference is that in PC version offsets are longlong variables, because there is a package over 4GB.
