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- Sun Jan 08, 2012 9:24 pm
- Forum: 3D/2D models
- Topic: Dead or Alive series formats and tools
- Replies: 2010
- Views: 753586
Re: Dead or Alive series formats and tools
Doesn't seem too different, you just start vertexCount 4 bytes later, that doesn't change the fact that everyhting is zero here, both vertex/index offsets and counts. You should see the vertex and index counts/offsets easily. Aside from changes in what data is present depending on some flag or valu...
- Sun Jan 08, 2012 8:51 pm
- Forum: 3D/2D models
- Topic: Dreamkiller
- Replies: 9
- Views: 1875
Re: Dreamkiller
Post some samples.
Of variable sizes.
From small to large.
Of variable sizes.
From small to large.
- Sun Jan 08, 2012 8:50 pm
- Forum: 3D/2D models
- Topic: [Request] Armored Core For Answer Models/Textures
- Replies: 13
- Views: 6711
Re: [Request] Armored Core For Answer Models/Textures
There doesn't seem to be any flv samples.
- Sun Jan 08, 2012 8:36 pm
- Forum: 3D/2D models
- Topic: Dead or Alive series formats and tools
- Replies: 2010
- Views: 753586
Re: Dead or Alive series formats and tools
Alright got it.
I also found the DOAU stages with the odd obj header.
Don't know where those 4 zeroes come from.
I also found the DOAU stages with the odd obj header.
Code: Select all
char chunk[4] "OBJ "
int32 vertType
int32 meshType
int32
float ?[4]
int32 zero[4]
int32 numVerts
int32 vertOfs
int32 numIdx
int32 idxOfs
...
- Sun Jan 08, 2012 8:05 pm
- Forum: 3D/2D models
- Topic: Dead or Alive series formats and tools
- Replies: 2010
- Views: 753586
Re: Dead or Alive series formats and tools
For AyaA0, it's similar to DOAU except instead of getting numVerts, vertBuff, etc you get 4 integer zeroes followed by vertNum, vertBuff, etc. Since I wasn't sure whether it was the same game or not I just read an integer, check if it's zero, and then read 3 more zeroes and continue with numVerts, v...
- Sun Jan 08, 2012 8:26 am
- Forum: Game Archive
- Topic: Youyou kengeki Musou (妖々剣戟夢想) dat archives
- Replies: 2
- Views: 1897
Re: Youyou kengeki Musou (妖々剣戟夢想) dat archives
One archive has unencrypted file header while the other archives are encrypted, so I want to read 7 bytes first, check if it's the unencrytped string, then XOR it.
- Sun Jan 08, 2012 7:30 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1831
- Views: 566642
Re: Señor Casaroja's Noesis
Never realized that would be an issue. Well, as long as it works lol I'd like to believe not too many games will use such large textures anyways? Also when writing plugins, sometimes I can crash noesis by causing exceptions during the plugin checking stage. Namely, if I do something common like idst...
- Sun Jan 08, 2012 7:22 am
- Forum: Game Archive
- Topic: Youyou kengeki Musou (妖々剣戟夢想) dat archives
- Replies: 2
- Views: 1897
Youyou kengeki Musou (妖々剣戟夢想) dat archives
For those that have the game. Model thread http://forum.xentax.com/viewtopic.php?f=16&t=6958 I wrote the script for the pack001.dat (just BGM) and also the rpack_##.dat (rest of the resources) Observe my rough file-checking because I didn't know how to XOR each character of a string with 0xA4. n...
- Sun Jan 08, 2012 6:46 am
- Forum: 3D/2D models
- Topic: Youyou Kengeki Musou
- Replies: 6
- Views: 3369
Re: Youyou Kengeki Musou
Full version was released at C81.
They packed them into archives, encrypted the file table with a single byte, and ya...
They packed them into archives, encrypted the file table with a single byte, and ya...
- Sun Jan 08, 2012 2:45 am
- Forum: 3D/2D models
- Topic: Gothic 4 .bakedgeom
- Replies: 27
- Views: 7763
Re: Gothic 4 .bakedgeom
Hmm so first, the skeletalmesh is fortunately a completely different format but OBJ versions are there so I'm guessing it's been done (I would like source for that so I don't have to look at it myself). The format is not hard but I don't understand bones ATM so I can only parse it, get the geometry ...
- Sun Jan 08, 2012 2:28 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1831
- Views: 566642
Re: Señor Casaroja's Noesis
Does noesis run into issues with really large textures? (like, 4096x2048) I wrote a plugin for Arcania http://forum.xentax.com/viewtopic.php?p=64793#p64793 and it applies the "smaller" textures fine but not the larger ones. http://i.imgur.com/JtH6is.jpg The roof is 2048x1024, and the groun...
- Sun Jan 08, 2012 1:40 am
- Forum: Game Archive
- Topic: Tekken Hybrid
- Replies: 80
- Views: 23352
Re: my first attempt at file format exploring (Tekken 3 form
I imagine older games, with their rather restrictive space constraints, would employ all sorts of crazy techniques to try to squeeze as much data as they can into it.
- Sat Jan 07, 2012 10:31 pm
- Forum: Game Archive
- Topic: Tekken Hybrid
- Replies: 80
- Views: 23352
Re: my first attempt at file format exploring (Tekken 3 form
The disk might be protected such that normal image readers can't load it up.
I don't remember what people use to dump the data though.
I don't remember what people use to dump the data though.
- Sat Jan 07, 2012 10:22 pm
- Forum: 3D/2D models
- Topic: Dead or Alive series formats and tools
- Replies: 2010
- Views: 753586
Re: Dead or Alive series formats and tools
Are you seeking from the current position (after reading the size) or from the start of the file?gjinka wrote:OK, gotcha
But the offset which you say comes after seems to be too large.
- Sat Jan 07, 2012 6:25 pm
- Forum: 3D/2D models
- Topic: Dead or Alive series formats and tools
- Replies: 2010
- Views: 753586
Re: Dead or Alive series formats and tools
Why should I remember (log) the position and size? Am I going return here and read the MDL block? Will this work on all files? I don't see why we shouldn't treat the "MDL block" as an ordinary chunk in the loop then. It shouldn't hurt. I think how one chooses to parse a file is really up ...
