Search found 2370 matches

by finale00
Sun Mar 11, 2012 9:39 pm
Forum: Game Archive
Topic: Deadly Premonition file archive types.
Replies: 12
Views: 5812

Re: Deadly Premonition file archive types.

xpc is a texture archive. It is pretty simple to parse, but will need files with different number of textures to verify a couple values (like number of textures, and whether some values are actually offsets or not) xmd files contain model. You can see an index buffer and vertex buffer. Sounds like a...
by finale00
Sun Mar 11, 2012 7:05 pm
Forum: 3D/2D models
Topic: Final Fantasy XI .DAT (PC)
Replies: 62
Views: 40661

Re: Final Fantasy XI .DAT (PC)

Hmm, so we have a bunch of entries at the top (maybe stuff like bones?), followed by a bunch of textures, followed by vertices, and then followed by faces (which contains mat name as a string, vert indices as shorts, and the UV's as 6 floats) Another per-face format great...I can see why converting ...
by finale00
Sun Mar 11, 2012 6:00 pm
Forum: 3D/2D models
Topic: Final Fantasy XI .DAT (PC)
Replies: 62
Views: 40661

Re: Final Fantasy XI .DAT (PC)

Oh, ya, the towers at the top aren't mirrored lol.

So you've found the flag?
by finale00
Sun Mar 11, 2012 5:53 pm
Forum: General game tools
Topic: Spotlight: Señor Casaroja's Noesis
Replies: 1831
Views: 566644

Re: Señor Casaroja's Noesis

I would like to tap into python's text-parsing functionality, but I'm given a byte stream lol

I think at one point I tried opening the file externally again...hmm not sure whether I got anywhere then.
by finale00
Sun Mar 11, 2012 3:39 am
Forum: General game tools
Topic: Spotlight: Señor Casaroja's Noesis
Replies: 1831
Views: 566644

Re: Señor Casaroja's Noesis

For the quads, I mean when I render it, it doesn't look right when I just use RPGEO_QUAD lol Wasn't sure if there was an option for quads though (at least, I don't see one in the docs) http://i.imgur.com/aJBpw.jpg So far there doesn't seem to be a very convenient way to handle formats that are inher...
by finale00
Sat Mar 10, 2012 9:02 pm
Forum: 3D/2D models
Topic: Metasequoia MQO
Replies: 6
Views: 2353

Re: Metasequoia MQO

MQO is structured pretty well so if I'm reading a struct that I want, I can parse it, else I just skip. The regex I got for parsing each line into tokens makes it much easier to work with. I use a "skip to next struct" function which will just keep skipping lines until I read a line starti...
by finale00
Sat Mar 10, 2012 5:13 pm
Forum: 3D/2D models
Topic: Metasequoia MQO
Replies: 6
Views: 2353

Re: Metasequoia MQO

Here's something I hacked together. Clearly text parsing can get a little messy especially when trying to convert values from string to float/int, with calls to the map function everywhere (it's similar to the map function in lisp languages). A simple analysis would show that there's huge overhead j...
by finale00
Sat Mar 10, 2012 8:51 am
Forum: 3D/2D models
Topic: Metasequoia MQO
Replies: 6
Views: 2353

Re: Metasequoia MQO

Cool, it's nice to see more MQO support out there lol But man, how do I actually parse these things. "textureAlexander0" col(1.000 1.000 1.000 1.000) dif(1.000) amb(0.250) emi(0.250) spc(0.000) power(5.00) tex("Alexander0.bmp") I guess I'll need to come up with a regex to split t...
by finale00
Sat Mar 10, 2012 7:31 am
Forum: 3D/2D models
Topic: Metasequoia MQO
Replies: 6
Views: 2353

Metasequoia MQO

http://db.tt/5hKTlxiL Common japanese model format, since it is a very simple format and easy to understand. The tool is also pretty easy to use as well and has a bunch of plugins. A good format for getting to know how the basics in 3D work since you can just throw together some 3D model in the edit...
by finale00
Sat Mar 10, 2012 7:19 am
Forum: 3D/2D models
Topic: noesis Gamebryo nif importer
Replies: 38
Views: 15912

Re: noesis Gamebryo nif importer

Oh, good catch. Never occurred to me that they export nif in big endian for console games lol
by finale00
Sat Mar 10, 2012 7:18 am
Forum: 3D/2D models
Topic: Final Fantasy XI .DAT (PC)
Replies: 62
Views: 40661

Re: Final Fantasy XI .DAT (PC)

Unrelated, but I decided to continue with my MQO plugin for noesis and was testing it on the MQO exports provided. And here's odin! http://i.imgur.com/aRGML.jpg Don't tell me they only store half of the model? Or maybe the export dev decided to store only half the vertices to make it easier for the ...
by finale00
Sat Mar 10, 2012 7:01 am
Forum: General game tools
Topic: Spotlight: Señor Casaroja's Noesis
Replies: 1831
Views: 566644

Re: Señor Casaroja's Noesis

Here's a model with some quads. I could break them into triangles I suppose, but well if I could parse them as quads why not lol Then again apparently I can create polygons with like 8 sides and the format doesn't care so I guess I'll have to break those into tris... Do I have to set some option to ...
by finale00
Sat Mar 10, 2012 3:36 am
Forum: 3D/2D models
Topic: [Request] Loong
Replies: 49
Views: 9426

Re: [Request] Loong

Might be a different vertex format that I didn't catch.

It may even be the same game just published under a different name.
by finale00
Sat Mar 10, 2012 12:10 am
Forum: 3D/2D models
Topic: Dark Souls FLV file
Replies: 317
Views: 153014

Re: Dark Souls FLV file

Wow bump maps make quite a difference.
by finale00
Fri Mar 09, 2012 11:53 pm
Forum: Graphic file formats
Topic: Magical Ride IAR
Replies: 5
Views: 1287

Re: Magical Ride IAR

It looks like

Code: Select all

char[4] idstring
dword[11] unk
dword uncompressed size? (width * height * 4) or (width * height * 3)
dword null
dword compressed size
dword[3] null
dword width
dword height
dword[6] null
byte[compressed size] pixel data
But now I don't know the compression format lol