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- Sat Jun 11, 2022 4:47 pm
- Forum: 3D/2D models
- Topic: Until Dawn
- Replies: 82
- Views: 31075
Re: Until Dawn
All PC titles from Supermassive Games are using different UE4 versions, including Quarry.
- Wed Jun 08, 2022 1:00 pm
- Forum: 3D/2D models
- Topic: Diablo Immortal models extracting
- Replies: 34
- Views: 6187
Re: Diablo Immortal models extracting
@zardalu: Actually you can extract them with fixed mpk script, but without original names - that's what DIDT is able to do (convert hashed names into actual ones by using resource.repository). Though currently renaming doesn't work properly due to minor differences in PC version.
- Tue Jun 07, 2022 11:37 pm
- Forum: Game Archive
- Topic: Best Friends Forever - ECO files
- Replies: 3
- Views: 344
Re: Best Friends Forever - ECO files
Here is quickbms script, which is doing the same as the tool, but both ways (decryption/encryption). You can set key and direction in the script manually.
- Tue Jun 07, 2022 1:05 am
- Forum: Graphic file formats
- Topic: Diablo Immortal textures
- Replies: 12
- Views: 5825
Re: Diablo Immortal textures
Apparently PC version is using more of BC formats, so script for textures above is updated with support for at least BC7 format. Also, fixed mpk script is available through linked post as well, since original one has particular issue with PC version of the game.
- Thu Jun 02, 2022 5:31 pm
- Forum: 3D/2D models
- Topic: Fate Grand Order Arcade
- Replies: 296
- Views: 85869
Re: Fate Grand Order Arcade
@GDL: No, it's technically impossible, which was already explained on previous page.
- Fri May 20, 2022 12:04 pm
- Forum: 3D/2D models
- Topic: MHA: The Strongest Hero .axmd format
- Replies: 4
- Views: 731
Re: MHA: The Strongest Hero .axmd format
Actually this sample is bad, as it contains only single submesh, while format in general is aimed for multiple submeshes. Here are better samples: link
Also, script for extraction is available in this topic.
Also, script for extraction is available in this topic.
- Tue May 17, 2022 9:56 pm
- Forum: Game Archive
- Topic: My Hero Academia: Strongest Hero assets
- Replies: 13
- Views: 2167
Re: My Hero Academia: Strongest Hero assets
@jflieger: Usually such things are done through fully reversing hashing function, then grabbing unwrapped (original) paths from memory with hook or debugging and then restoring original paths by comparing result of hashing function for every original path with hashed filename - all other approaches ...
- Tue May 17, 2022 5:46 pm
- Forum: Game Archive
- Topic: My Hero Academia: Strongest Hero assets
- Replies: 13
- Views: 2167
Re: My Hero Academia: Strongest Hero assets
@jflieger: No, it's too bothersome. But for reference, files are handled starting in Axon::FileManager::GetFileData function and down to Axon::FileManager::ToEncryptPath. Basically, original full paths are somehow hashed (derived from MD5) and then loaded through comparison against md5.txt manifest ...
- Sun May 15, 2022 6:13 pm
- Forum: Game Archive
- Topic: My Hero Academia: Strongest Hero assets
- Replies: 13
- Views: 2167
Re: My Hero Academia: Strongest Hero assets
@jflieger : Assets can be stored in system folder as well, in /data/data/. It's not accessible directly and not visible if device is not rooted. Some games are also using non-standard folders for downloaded cache.
- Sun May 15, 2022 3:57 pm
- Forum: Game Archive
- Topic: My Hero Academia: Strongest Hero assets
- Replies: 13
- Views: 2167
Re: My Hero Academia: Strongest Hero assets
@Ichicka1 : I suppose you can create separate topic with samples for models in respective section of the forum. AXMD format looks pretty straightforward, the main problem would be in linking materials (btw materials properties are stored in xml), as all assets in the game are using id -> hash -> rea...
- Thu May 12, 2022 4:43 pm
- Forum: Audio file formats
- Topic: Mobile Suit Gundam Senki [BLJS10050] .nub file extraction
- Replies: 10
- Views: 899
Re: Mobile Suit Gundam Senki [BLJS10050] .nub file extraction
Basically this is extraction issue, because existing script is valid only for main game archive. I've posted updated script here, it should handle all game archives properly.
Extracted nub files will be compatible with NUBExt tool and converted with it files are compatible with latest vgmstream.
Extracted nub files will be compatible with NUBExt tool and converted with it files are compatible with latest vgmstream.
- Thu May 12, 2022 4:39 pm
- Forum: Compressed files and methods
- Topic: [PS3] Gundam Senki Record UC 0081 (BfPk File)
- Replies: 10
- Views: 3580
Re: [PS3] Gundam Senki Record UC 0081 (BfPk File)
Original script can handle only main game archive (game.arb) due to hardcoded offset. Here is fixed script which should work with all game archives properly.
- Wed May 11, 2022 11:50 pm
- Forum: 3D/2D models
- Topic: samurai shodown 2019 model extract
- Replies: 4
- Views: 2731
Re: samurai shodown 2019 model extract
Here is fix for killercracker's max script ( download ). Script is accepting _OTRA.uexp files with animations, which should be extracted from game package first. There are many tracks which are named by their indices, I suppose they are additive animations and they're not supported by the script. Cl...
- Wed May 11, 2022 9:11 pm
- Forum: 3D/2D models
- Topic: King of Fighters XV
- Replies: 2
- Views: 1286
Re: King of Fighters XV
Here is fix for killercracker's max script ( download ). I suppose animation format is still the same since KOF XIV, but it doesn't take into account UE4 specifics and mesh with bones are inverted when animation is applied (fixed in the updated script). It's the same with Samurai Shodown reboot. Scr...
- Thu Apr 28, 2022 9:01 pm
- Forum: Game Archive
- Topic: Dune: Spice Wars (.pak)
- Replies: 13
- Views: 2078
Re: Dune: Spice Wars (.pak)
Here is script for repacking. You need to place modified file, script and archive in the same folder and run script on modified file - it will be appended to selected archive (can be specified in the script), if original file was there. Make sure to backup original archive and extracted files, as mo...
