EDIT: Problem solved, models working fine
Important information: this site is currently scheduled to go offline indefinitely by December 1st 2023.
If you wish to donate to attempt the preservation of tools and software somewhere else before it goes down, check the GoFundMe
If you wish to donate to attempt the preservation of tools and software somewhere else before it goes down, check the GoFundMe
Search found 783 matches
- Sat Jun 01, 2013 8:14 pm
- Forum: Game Archive
- Topic: [Xbox-360] Quantum Theory .pkmn
- Replies: 11
- Views: 6255
Re: [Xbox-360] Quantum Theory .pkmn
Thanks Chrrox, I tried this code, but it didn't help. All because of lack of experience I've did something wrong, or maybe it's some specific case. You don't mind if I send you my script and sample model file? Sorry, if this is too much 
EDIT: Problem solved, models working fine
EDIT: Problem solved, models working fine
- Sat Jun 01, 2013 7:01 pm
- Forum: Game Archive
- Topic: [Xbox-360] Quantum Theory .pkmn
- Replies: 11
- Views: 6255
Re: [Xbox-360] Quantum Theory .pkmn
Still need help with this one, I managed to skip those FFFF, but imported mesh looks like a total mess. Thanks in advance for any help.
- Fri May 31, 2013 7:24 pm
- Forum: Game Archive
- Topic: FUSE Game for XBOX 360
- Replies: 20
- Views: 6894
Re: FUSE Game for XBOX 360
I'll support this, I have the game and I could provide any samples. So if someone helps extract content from Fuse data packages it would be perfect, I'm planning to look at model format.
- Thu May 30, 2013 11:56 am
- Forum: Graphic file formats
- Topic: Dead to Rights: Retribution textures
- Replies: 5
- Views: 2378
Re: Dead to Rights: Retribution textures
Problem with textures solved 
- Tue May 28, 2013 4:45 pm
- Forum: Game Archive
- Topic: Fast and the Furious 6:The Game .43 model format.
- Replies: 42
- Views: 28425
Re: Fast and the Furious 6:The Game .43 model format.
You should use Unity Assets Explorer [v 1.2] in order to open and extract content from Unity bundle files.
viewtopic.php?f=10&t=10085
viewtopic.php?f=10&t=10085
- Mon May 27, 2013 6:54 pm
- Forum: Graphic file formats
- Topic: Dead to Rights: Retribution textures
- Replies: 5
- Views: 2378
Re: Dead to Rights: Retribution textures
Yes, textures from Xbox-360 version of the game. Do you mean UnBundler?
- Mon May 27, 2013 12:45 pm
- Forum: Graphic file formats
- Topic: Dead to Rights: Retribution textures
- Replies: 5
- Views: 2378
Dead to Rights: Retribution textures
Hello! I'm working on DTR:R models import. I've managed to achieve some success, but totally stuck with textures. I thought they are headerless .dds files but adding header didn't help much, because textures didn't look right. I guess, I'm missing and don't understand something. I will be very grate...
- Fri May 24, 2013 10:58 pm
- Forum: 3D/2D models
- Topic: Kamen Rider Battride war EMD model. (PS3)
- Replies: 41
- Views: 17901
Re: Kamen Rider Battride war EMD model. (PS3)
You're welcome. I'm glad to help, if I can 
- Fri May 24, 2013 10:47 pm
- Forum: 3D/2D models
- Topic: Kamen Rider Battride war EMD model. (PS3)
- Replies: 41
- Views: 17901
Re: Kamen Rider Battride war EMD model. (PS3)
UV's stored at the end of the file, it's a big section of data you can't miss it - it starts with ffff then 4 bytes of uv's values (uv's stored as half-floats) Here's pic there's offset to UV's stored in this sample file, the only file I have:)
- Fri May 24, 2013 10:24 pm
- Forum: 3D/2D models
- Topic: Kamen Rider Battride war EMD model. (PS3)
- Replies: 41
- Views: 17901
Re: Kamen Rider Battride war EMD model. (PS3)
No, UV's are there. I mean, it could be a little problematic to parse them for each mesh part.
- Fri May 24, 2013 4:01 pm
- Forum: 3D/2D models
- Topic: Kamen Rider Battride war EMD model. (PS3)
- Replies: 41
- Views: 17901
Re: Kamen Rider Battride war EMD model. (PS3)
Just briefly looked at sample file, there will be a little problem with uvs I guess.
- Wed May 22, 2013 10:49 pm
- Forum: Game Archive
- Topic: [Xbox-360] Quantum Theory .pkmn
- Replies: 11
- Views: 6255
Re: [Xbox-360] Quantum Theory .pkmn
Thanks again Chrrox, but how could I skip those FFFF or maybe parse them correctly. Some example of maxscript would be great
- Wed May 22, 2013 6:00 pm
- Forum: Game Archive
- Topic: [Xbox-360] Quantum Theory .pkmn
- Replies: 11
- Views: 6255
Re: [Xbox-360] Quantum Theory .pkmn
Thanks a lot Chrrox! :) Again you aided me, I'm really appreciate it. Good news textures are extractable and they working. http://img268.imageshack.us/img268/9246/qttext.jpg Also I figure out vertices, but still have problems with faces. Face indicies has FFFF everywhere, after every 6 or 12 bytes a...
- Tue May 21, 2013 10:19 pm
- Forum: Game Archive
- Topic: [Xbox-360] Quantum Theory .pkmn
- Replies: 11
- Views: 6255
[Xbox-360] Quantum Theory .pkmn
Hi. Need help to extract files from quantum theory .pkmn archives. I would like to look at model format very much, models there are nice. If someone could help it will be great, thanks in advance.
- Mon May 20, 2013 9:16 am
- Forum: Game Archive
- Topic: Allods Online
- Replies: 23
- Views: 14633
Re: Allods Online
I've checked low-poly sample of orc model from earlier posts, need more samples. Maybe I'll try to download the game to see what I can do.
