Hi Hugo,
What exactly is your goal in here mate ? Are you actually want to make it work and render on PC ? Include controller functionality ?
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Search found 882 matches
- Sun Jul 20, 2014 2:38 pm
- Forum: Game specific tools
- Topic: Beyond: Two Souls - Reversing | Porting (THAT'S ALL FOLKS?)
- Replies: 256
- Views: 193014
- Thu Jul 17, 2014 7:06 am
- Forum: Tutorials
- Topic: Quick BMS Editor GUI + Tools
- Replies: 85
- Views: 131989
Re: Quick BMS Editor GUI + Tools
I found some time finally and i will relase a new version soon. Most bugs will be fixed and so on.... 
ArchAge
I was looking for some really unique MMO game and this cross to my nose
Very promising and unique game, already in beta
Actually starting today...
Code: Select all
http://www.archeagegame.com/- Thu Jul 17, 2014 6:11 am
- Forum: Game Archive
- Topic: help unpack file data.bin with quickbms
- Replies: 2
- Views: 1500
Re: help unpack file data.bin with quickbms
Please before you post some links read the forum rules and follow them.
- Tue Jul 15, 2014 9:15 pm
- Forum: Website
- Topic: File Hosting vs. File Sharing - Clarification needed.
- Replies: 4
- Views: 8142
Re: File Hosting vs. File Sharing - Clarification needed.
No any files or links under copyright is toletated , not even a small part anymore. If you even upload small part of some file what does not belong to you. It will be deleted and you gonna be warn. Please note that site is at risk and we need to play nice.
- Tue Jul 15, 2014 5:43 am
- Forum: Game Archive
- Topic: Murdered Coalesced CRC (PS3/X360)
- Replies: 13
- Views: 12454
Re: Murdered Coalesced CRC (PS3/X360)
xujozer wrote:I'm trying to find where is the font size of the cutscene, I found the value to the menu in the "PS3-FateGame" file...
Do u know where is the value to increase the font size in the cutscene of the game?
I'm sorry never try it.
- Sun Jul 13, 2014 2:46 pm
- Forum: Game Archive
- Topic: Murdered Coalesced CRC (PS3/X360)
- Replies: 13
- Views: 12454
Re: Murdered Coalesced CRC (PS3/X360)
Michaels, what is the tool you use to reinsert the files extracted from .xxx? I never could reinsert them. Hex editor :) 010 will do the job :D I suspected it all along! :D XXX files are not that bad if you want to replace for example 1 or max 3 files, doable with HEX. Once you need to do some text...
- Sun Jul 13, 2014 10:27 am
- Forum: Game Archive
- Topic: Murdered Coalesced CRC (PS3/X360)
- Replies: 13
- Views: 12454
Re: Murdered Coalesced CRC (PS3/X360)
xujozer wrote:Michaels, what is the tool you use to reinsert the files extracted from .xxx?
I never could reinsert them.
Hex editor
- Sun Jul 13, 2014 8:19 am
- Forum: Game Localization
- Topic: Wolfenstein: The New Order (PC)
- Replies: 55
- Views: 35339
Re: Wolfenstein: The New Order (PC)
In my opinion, it seems that 64_df.dat file is a dummy file and I can not change font mapping information. Although I tried to change 64_df.dat file to another lang 64_df.dat file, it didn't change anything on the game when I used quickbms reimport option. Is it working on that tool? Hmm.. I didn't...
- Sat Jul 12, 2014 9:14 am
- Forum: Game Archive
- Topic: Murdered Coalesced CRC (PS3/X360)
- Replies: 13
- Views: 12454
Re: Murdered Coalesced CRC (PS3/X360)
never mind found it 
So X360 has not any SHA1 check in defualt.xex they have size check in TOC files instead
Pretty easy to do
So X360 has not any SHA1 check in defualt.xex they have size check in TOC files instead
- Sat Jul 12, 2014 9:02 am
- Forum: Game Archive
- Topic: Murdered Coalesced CRC (PS3/X360)
- Replies: 13
- Views: 12454
Re: Murdered Coalesced CRC (PS3/X360)
Just found out on X360 it is ok for coalesced.bin but for files like Startup_LOC_INT.xxx there is some kind of check i cannot find where please can anyone help ? Thx
In this file is fonts..
In this file is fonts..
- Fri Jul 11, 2014 8:08 pm
- Forum: Game Archive
- Topic: [Wolfenstein] .bimage conversion
- Replies: 12
- Views: 6787
Re: [Wolfenstein] .bimage conversion
Yes that template works for Fonts never tested it for anything else!lostprophet wrote:The font textures are also in .bimage files. Michalss' 010 template should be applied to those and after that it can be edited with PS?
- Thu Jul 10, 2014 7:36 pm
- Forum: Game Localization
- Topic: Wolfenstein: The New Order (PC)
- Replies: 55
- Views: 35339
Re: Wolfenstein: The New Order (PC)
Well guys here it is... I have successfuly tested all fonts and english.lang file and it works great. Quick overview: "Load file" - accepts resources or index file, you need both of them "Export all" - exports all files into selected folder "Export" - exports selected ...
- Wed Jul 09, 2014 3:58 pm
- Forum: Game Localization
- Topic: Wolfenstein: The New Order (PC)
- Replies: 55
- Views: 35339
Re: Wolfenstein: The New Order (PC)
Killermannvs wrote:Well, after some playing with zlib library I can finally to decompress all files correctly.
Now, I need to try if replaced file has to be compressed as well as original file.
After this test I will be able to release first usable version of my app.
Would this support also Big Endian pls?
- Tue Jul 08, 2014 6:42 am
- Forum: Game Archive
- Topic: [Wolfenstein] .bimage conversion
- Replies: 12
- Views: 6787
Re: [Wolfenstein] .bimage conversion
I've found there's actually a bit more to the *.bimage format. The above information is correct with single channel 8 bit textures, but there are more types of textures with varying formats stored in the *.bimage format. So far I've found they are using *.bimage to store headerless DDS files, of ty...
