The Forum is up for sale: XeNTaX Forum looking for new owner
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- Mon Aug 17, 2015 8:33 pm
- Forum: Website
- Topic: The future of the forum: Ideas, suggestions and general.
- Replies: 49
- Views: 31106
Re: The future of the forum: Ideas, suggestions and general.
i do not come here so very often,and i dont post much,more of a lurker,but to see this dissapear would be a real bummer most things are already said in here,which i think about the same way btw i did like your vids on youtube,trying figuring out formats and useing mexscript maar je moet gewoon doen ...
- Thu Apr 23, 2015 5:45 pm
- Forum: Game Archive
- Topic: Mortal Kombat X .xxx
- Replies: 17
- Views: 15163
Re: Mortal Kombat X .xxx
@ howfie what program do u use to view/edit? the dds bc7
also can u provide the actual bc7 dds and or atleast the header from a bc7
i read somewhere (iirc in the mw thread)the header has an addiditional 20 bytes
also can u provide the actual bc7 dds and or atleast the header from a bc7
i read somewhere (iirc in the mw thread)the header has an addiditional 20 bytes
- Fri Jan 03, 2014 7:21 am
- Forum: 3D/2D models
- Topic: $15 for importer/exporter for Girl Battle Hentai Super Blast
- Replies: 120
- Views: 56872
Re: $15 for importer/exporter for Girl Battle Hentai Super B
guys Newsbreak (rumour) The cumpany St.ludarm original founder of "Girl Battle Hentai Super Blast" has "leaked???" there is a sequel cumming do to popular rising of this hidden gem Rumours are going the next installment will go by the name of : Girl Battle Hentai Super Blast DD R...
- Sun May 12, 2013 11:51 am
- Forum: Compressed files and methods
- Topic: Injustice - MKO Files
- Replies: 14
- Views: 5461
Re: Injustice - MKO Files
so this is what i figured out thus far after looking and comparing the the compressed .slz and the compressed .mko for xbox i think they are compressed the same way if im correct it reads 1 byte/8 bits which determines if the next 8 bytes are compressed or not so in the example i posted earlier in t...
- Mon Apr 29, 2013 4:19 pm
- Forum: Compressed files and methods
- Topic: Injustice - MKO Files
- Replies: 14
- Views: 5461
Re: Injustice - MKO Files
Yes its the first thing i tried :D But gave me this error offset filesize filename ------------------------------ 00000010 2157709056 CHAR_BATMAN.SLZ.unslz Error: impossible to write -2137258240 bytes (total -2137258240), check your dis k space Press RETURN to quit offset of data begins at 0xC in th...
- Sat Apr 27, 2013 9:47 pm
- Forum: Compressed files and methods
- Topic: Injustice - MKO Files
- Replies: 14
- Views: 5461
Re: Injustice - MKO Files
@ Ekey can you have a look at the .slz file?
- Sat Apr 27, 2013 8:54 am
- Forum: Compressed files and methods
- Topic: Injustice - MKO Files
- Replies: 14
- Views: 5461
Re: Injustice - MKO Files
Kind of a dumb question, but how do you have the decompressed .mko if you're looking to decompress it? Is it pulled directly from PS3 while its running? (if so I need to learn how to do that lol). Pls PM if you're more comfortable that way. I assume you want to know how to decompress it so you modi...
- Tue Apr 16, 2013 5:58 pm
- Forum: Compressed files and methods
- Topic: Injustice - MKO Files
- Replies: 14
- Views: 5461
Re: Injustice - MKO Files
edit i looked at your extracted file 0x813F5FC1 is your sig/header for the .mko everything before that is related to the .XXX file after the sig its trivial ;) almost same as mk9 first 4 bytes after header 00 00 01 49 is the amount of the first block of bytes (table),look closer and you will see a p...
- Thu Mar 14, 2013 7:23 am
- Forum: 3D/2D models
- Topic: PS3 - Metal Gear Rising Revengeance - WMB format
- Replies: 54
- Views: 26855
Re: PS3 - Metal Gear Rising Revengeance - WMB format
@ mariokart64n
sorry for the max noob question but,i run your maxscript and select em0110.dat from ps3 and nothing happens,what am i doing wrong here?
also you probaly know this but in pl folder are all raiden models
sorry for the max noob question but,i run your maxscript and select em0110.dat from ps3 and nothing happens,what am i doing wrong here?
also you probaly know this but in pl folder are all raiden models
- Tue Feb 26, 2013 9:42 pm
- Forum: 3D/2D models
- Topic: PS3 - Metal Gear Rising Revengeance - WMB format
- Replies: 54
- Views: 26855
Re: PS3 - Metal Gear Rising Revengeance - WMB format
I would wait for codeman to update his bayo tools. Very similar format... In one file there a list of offsets and at the bottom a list of 52-byte items where 2nd to last value determines texture dimensions. 940x940 xbox 512x512 ps3. Ps3 got shafted lol. what file are you refering too? im only inter...
- Tue Feb 26, 2013 6:13 am
- Forum: 3D/2D models
- Topic: PS3 - Metal Gear Rising Revengeance - WMB format
- Replies: 54
- Views: 26855
Re: PS3 - Metal Gear Rising Revengeance - WMB format
Mariokart wrote a model script for xbox already and I got a texture extractor for the ps3. Texture quality on xbox is much better, ps3 version got shafted. Can you share or pm me the texture extractor for PS3 i was attempting to make a .bms script for it but after reading this and there is already ...
- Sat Jan 12, 2013 5:03 pm
- Forum: Graphic file formats
- Topic: Aquapazza Textures
- Replies: 4
- Views: 3144
Re: Aquapazza Textures
here are the first 304 bytes of the file "stage0C_c.bgt" from the folder "BG" from aquapazza i will write down what i found out so far Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 00000000 00 0A 00 05 00 32 01 00 01 00 00 01 31 54 58 44 .....2......1TXD 00000010 BE A...
- Sat Jan 05, 2013 11:52 pm
- Forum: Graphic file formats
- Topic: Aquapazza Textures
- Replies: 4
- Views: 3144
Re: Aquapazza Textures
Sorry for bumping this thread,but im trying to also extract textures,for ps3,all i can find within the files are .SAP files within the files
can you explain how you used the algo rhytum of AC and extracted it
can you explain how you used the algo rhytum of AC and extracted it
- Sun Aug 21, 2011 11:49 am
- Forum: Graphic file formats
- Topic: succesfull modded MK9 textures help creating QUICKBMS SCRIPT
- Replies: 12
- Views: 9522
Re: succesfull modded MK9 textures help creating QUICKBMS SC
oke made a bit progress on the script get NAME basename string NAME + ".dds" goto 0xCA endian big get MIPS long get null long get SIZE1 long get SIZE2 long get unk1 long savepos OFFSET savepos texblock getDstring texblock SIZE1 set OFFSET2 OFFSET math OFFSET2 + SIZE2 goto OFFSET2 get WIDTH...
- Sun Aug 14, 2011 10:31 pm
- Forum: Graphic file formats
- Topic: succesfull modded MK9 textures help creating QUICKBMS SCRIPT
- Replies: 12
- Views: 9522
Re: succesfull modded MK9 textures help creating QUICKBMS SC
Sorry i can't help with this but awesome work so far. Nice that you kept trying :D Hopefully chrox or some other hexwizard will come to help :D thnx itze i initially first posted a new topic just for help but when no one helps you out with knowledge of scripts and quickbms 8) :wink: ,with exception...
