Search found 2370 matches

by finale00
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...
by finale00
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.
by finale00
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.
by finale00
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.

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
...
Don't know where those 4 zeroes come from.
by finale00
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...
by finale00
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.
by finale00
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...
by finale00
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...
by finale00
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...
by finale00
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 ...
by finale00
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...
by finale00
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.
by finale00
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.
by finale00
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

gjinka wrote:OK, gotcha :)

But the offset which you say comes after seems to be too large.
Are you seeking from the current position (after reading the size) or from the start of the file?
by finale00
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 ...