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by Spiritovod
Wed Apr 27, 2022 12:10 pm
Forum: Game Archive
Topic: Dune: Spice Wars (.pak)
Replies: 13
Views: 2078

Re: Dune: Spice Wars (.pak)

@ghostx2015: The game is using Heaps engine, like for their previous games, Northgard and Wartales. Apparently native IDE for it (hide) works fine with renamed/converted sources, including animations. You need to convert textures though and some complex assets are not supported.

leto.jpg
by Spiritovod
Tue Apr 26, 2022 10:29 pm
Forum: Game Archive
Topic: Dune: Spice Wars (.pak)
Replies: 13
Views: 2078

Dune: Spice Wars (.pak)

Here is script for unpacking pak file from Dune: Spice Wars. It's not valid for re-import because there are checksums for every file (adler32) and also because it has workaround for offsets over 2GB (those fields are actually double in binary64 format). Update: Checksums are not validated against fi...
by Spiritovod
Sun Apr 24, 2022 8:27 pm
Forum: 3D/2D models
Topic: How to Extract Models from Open Season Video Game
Replies: 40
Views: 3319

Re: How to Extract Models from Open Season Video Game

To save you some time, most unreal packages from umd files will be incomplete anyway, as they depend on external data (not only on lin, but also engine related stuff from binary) - unless someone is planning to serialize it as raw data. It's more like cache containers. Aside from that, I hardly doub...
by Spiritovod
Sun Apr 24, 2022 4:42 pm
Forum: Game Archive
Topic: My Hero Academia: Strongest Hero assets
Replies: 13
Views: 2167

Re: My Hero Academia: Strongest Hero assets

@Ichicka1: It's script for quickbms.

Script is updated with support for more asset types. It also includes fix for previously covered types, such as lua and axmd (first byte in those files was incorrect).
by Spiritovod
Wed Apr 20, 2022 11:28 pm
Forum: 3D/2D models
Topic: LEGO Star Wars: The Skywalker Saga models
Replies: 4
Views: 1815

Re: LEGO Star Wars: The Skywalker Saga models

KillzXGaming released his tool for .model files, based on Sluicer's info from here (in case if you don't know, Sluicer created similar tool for a few previous Lego games before, called ExtractNxgMESH): https://github.com/KillzXGaming/NTT-Model-Dumper
by Spiritovod
Wed Apr 13, 2022 9:55 pm
Forum: 3D/2D models
Topic: Dragon Raja Mesh Importor & Texture Convertor
Replies: 100
Views: 35747

Re: Dragon Raja Mesh Importor & Texture Convertor

Here is possible fix for that issue. In general, there are zlib compressed chunks in iguf files, but the script can handle only lz4 chunks at the moment. I suppose it's the first time they're using them, since nobody reported it before.

DragonRajaUnpacker_DAT_fix.zip
by Spiritovod
Sat Apr 09, 2022 5:29 pm
Forum: 3D/2D models
Topic: LEGO Star Wars: The Skywalker Saga models
Replies: 4
Views: 1815

Re: LEGO Star Wars: The Skywalker Saga models

As an addition to explaned above, here is script for converting TEXTURE files into respective dds and also for extracting separate dds from NXG_TEXTURES files. You can modify the script according to included comment to strip full internal paths and leave filenames only. Update: Small fixes for parti...
by Spiritovod
Fri Apr 08, 2022 4:46 pm
Forum: 3D/2D models
Topic: LEGO Star Wars: The Skywalker Saga models
Replies: 4
Views: 1815

Re: LEGO Star Wars: The Skywalker Saga models

First post is updated with more info about skeletal meshes ("ghg" files).
by Spiritovod
Thu Apr 07, 2022 9:47 pm
Forum: 3D/2D models
Topic: LEGO Star Wars: The Skywalker Saga models
Replies: 4
Views: 1815

LEGO Star Wars: The Skywalker Saga models

They have quite complex mesh system, but for static meshes ("model" files) it's more or less simple. In general, every mesh file consists of header and SMNR containers - you can find count of them in a model file before the first container, for example, for tree_stump and maz_castle from p...
by Spiritovod
Sun Apr 03, 2022 9:05 pm
Forum: 3D/2D models
Topic: Bus Derby (iOS) - tibberojVER .obj file
Replies: 16
Views: 1589

Re: Bus Derby (iOS) - tibberojVER .obj file

@LukeAndBobPro: I've update the script in the same post, it can now handle different dti format from provided samples and also converts raw data to respective dds files.
by Spiritovod
Wed Mar 30, 2022 2:35 pm
Forum: 3D/2D models
Topic: Dragon Raja Mesh Importor & Texture Convertor
Replies: 100
Views: 35747

Re: Dragon Raja Mesh Importor & Texture Convertor

@sleepeatrepeat: This issue was already mentioned above: viewtopic.php?f=16&t=21095&p=183495#p176574
It shouldn't present in older 0.10 quickbms and it's already fixed in latest 0.11 beta, so only current 0.11 stable version is affected.
by Spiritovod
Thu Mar 24, 2022 6:26 pm
Forum: 3D/2D models
Topic: Bus Derby (iOS) - tibberojVER .obj file
Replies: 16
Views: 1589

Re: Bus Derby (iOS) - tibberojVER .obj file

@LukeAndBobPro : It's a container for jpeg (rgb data) and zlib compressed data (raw alpha channel). You can use attached script to extract both from such containers. Though in both provided samples alpha data can be ignored, apparently. Update: Updated script is now converting raw data to respective...
by Spiritovod
Thu Mar 24, 2022 4:54 pm
Forum: Game Archive
Topic: My Hero Academia: Strongest Hero assets
Replies: 13
Views: 2167

My Hero Academia: Strongest Hero assets

Apparently the game is using simple xor on file headers, key is derived from keys table based on file type and probably something else, while some file types are not obfuscated. I've attached test script, which can extract most asset types - just use it on the whole folder. pkm are ETC2 RGBA compres...
by Spiritovod
Wed Mar 16, 2022 12:39 pm
Forum: 3D/2D models
Topic: Fate Grand Order Arcade
Replies: 296
Views: 85868

Re: Fate Grand Order Arcade

This kind of arcades stuff is done in around the same way as for consoles, which means you can't decrypt anything from outside (disk/HDD/whatever), only dump already decrypted files from the platform (which is actually PC with a few adjustments in this case). That's if you don't have all required pl...
by Spiritovod
Tue Mar 15, 2022 11:04 pm
Forum: 3D/2D models
Topic: Fate Grand Order Arcade
Replies: 296
Views: 85868

Re: Fate Grand Order Arcade

I've updated txp bms script for converting textures to dds in my base post with support for BC7 textures ("ramp"). I think that their names are color palettes for gradients, used in them, with probably transparency flag - for example, ramp01000000ffffff would be 256x4 black-to-white gradie...