@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.
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Search found 171 matches
- Wed Apr 27, 2022 12:10 pm
- Forum: Game Archive
- Topic: Dune: Spice Wars (.pak)
- Replies: 13
- Views: 2078
- 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...
- 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...
- 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).
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).
- 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
- 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.
- 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...
- 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).
- 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...
- 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.
- 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.
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.
- 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...
- 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...
- 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...
- 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...
