Search found 878 matches

by michalss
Tue Feb 03, 2015 11:06 am
Forum: Game Archive
Topic: Watch_Dogs fat and dat archives
Replies: 210
Views: 102908

Re: Watch_Dogs fat and dat archives

English pls, this is English forum, i wont tolerate any gibberish in here. I hope you understand.
by michalss
Tue Feb 03, 2015 7:57 am
Forum: Game Archive
Topic: ARchive_neXt
Replies: 886
Views: 342228

Re: ARchive_neXt

Haytham wrote:MichaelDarkAngel, как обстоят ваши дела?

До сих пор имеются проблемы с извлечением костей?

Если хотите, то я мог бы помочь вам :)!

У меня есть знакомые программисты, быть может они сумеют помочь вам.
English Please...
by michalss
Sat Jan 31, 2015 3:42 pm
Forum: Game Archive
Topic: Life Is Strange Font
Replies: 3
Views: 5015

Re: Life Is Strange Font

well this is crap fonts are AG8 format, barely readable with human eyes :(.... Bad for edit, but still doable...

Can have a look :)

Code: Select all

https://dl.dropboxusercontent.com/u/38234344/DNE_Fonts.rar
by michalss
Fri Jan 30, 2015 8:00 am
Forum: 3D/2D models
Topic: Dying Light Models
Replies: 3
Views: 2190

Dying Light Models

Hi All,

Is there any chance to get models from this game please ?

Thx
by michalss
Wed Jan 28, 2015 1:07 pm
Forum: Game Archive
Topic: Dying Light PAK
Replies: 15
Views: 10300

Re: Dying Light PAK

You don't need to repack the .pak archives. :) C:\Users\USERNAME\Documents\DyingLight\out\Data\ That's where you can place the files you modified and it'll override the packed version. Here's a small test I did with the .scr (script?) file that controls the intro movies in order to skip those. http...
by michalss
Wed Jan 28, 2015 10:58 am
Forum: Game Archive
Topic: Dying Light PAK
Replies: 15
Views: 10300

Re: Dying Light PAK

Yes, game executable checks PAK files. Therefore, either you modify engine.dll to skip executable check, or try that http://blog.gib.me/2011/09/09/fixzip-modifying-dead-island-pak-files-without-hacking-the-engine-dll/ Is there any chance to mod engine.dll ? How also what is that check, is it CRC ? ...
by michalss
Tue Jan 27, 2015 5:48 pm
Forum: Game Archive
Topic: Dying Light PAK
Replies: 15
Views: 10300

Re: Dying Light PAK

well how do you repack mate ? To make sure game still works.. Extract never was a problem...
by michalss
Tue Jan 27, 2015 4:48 pm
Forum: Game Archive
Topic: Dying Light PAK
Replies: 15
Views: 10300

Re: Dying Light PAK

i guess there is some check crc or something... I cannot figure it out.. Ekey is good for this things??? :)
by michalss
Tue Jan 27, 2015 4:24 pm
Forum: Game Archive
Topic: Dying Light PAK
Replies: 15
Views: 10300

Dying Light PAK

Hi All,

Having some trouble to repack files(game does not start after that) from DL game just came out. It looks like normal zip, but .....
Or game checking CRC not sure in this case...

Code: Select all

38234344/DL_paks.rar
rest dw link is in my signature....
by michalss
Mon Jan 26, 2015 11:58 am
Forum: Graphic file formats
Topic: Unknow DDS Format *PLS HELP*
Replies: 18
Views: 7594

Re: Unknow DDS Format *PLS HELP*

Allready have something like this :) Not yet public!! Can handle also X360 textures also import back to binary files :D http://s25.postimg.org/i24294a0v/screenshot_2015_01_26_at_12_01_20.png http://s25.postimg.org/l3ov7auv3/screenshot_2014_11_23_at_15_09_58.png http://s25.postimg.org/njqol5cxr/scree...
by michalss
Mon Jan 26, 2015 10:41 am
Forum: Game Archive
Topic: Resident Evil HD REMASTER PC
Replies: 21
Views: 12274

Re: Resident Evil HD REMASTER PC

2 things i cannot see dimensions of the texture in your template(cannot test im at work). Also if you doing this for X360, all texture dimensions need to be possible divided by 128, this is the common rule for most textures for X360 games. this is just a tip :) Yeah I have no idea where they store ...
by michalss
Mon Jan 26, 2015 9:06 am
Forum: Game Archive
Topic: Resident Evil HD REMASTER PC
Replies: 21
Views: 12274

Re: Resident Evil HD REMASTER PC

2 things i cannot see dimensions of the texture in your template(cannot test im at work). Also if you doing this for X360, all texture dimensions need to be possible divided by 128, this is the common rule for most textures for X360 games. this is just a tip :)
by michalss
Fri Jan 23, 2015 11:12 am
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 565820

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Sergeanur wrote:Dictionary for FPK Tool is updated due to game's update. Now all names are known.

Is there any update for X360 files pls ?
by michalss
Tue Jan 06, 2015 8:45 am
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 565820

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Enough spamm! Conclution dont take some nudity models in here, that is all. If you still want to, do it in private. All replies, not to subject will be removed!