Search found 13 matches

by listener
Mon Oct 21, 2013 5:54 pm
Forum: Game Archive
Topic: [PS3/ X360] GTA V resource research & software development
Replies: 219
Views: 86292

Re: [PS3/ X360] GTA V resource research & software developme

listener Things what you do (and others from OpenIV/.black): ... If I'm wrong on these points, prove that they are wrong. Your 010 template for RDR RSC-resoure text is not good enoug evidence. I would be surprised if you publish descriptions of GTA V RSC you have already researched. Looks like you ...
by listener
Mon Oct 21, 2013 11:37 am
Forum: Game Archive
Topic: [PS3/ X360] GTA V resource research & software development
Replies: 219
Views: 86292

Re: [PS3/ X360] GTA V resource research & software developme

Nope, only parts of info you have published on SB3 forum in 2008/2009 were taken into account. All info we have access to, will be used. If you don't like that any researches from SB3 forum (ie yours) are used in someone else research/developments, then you may delete it (and it would be never used...
by listener
Sun Oct 20, 2013 2:14 pm
Forum: Game Archive
Topic: [PS3/ X360] GTA V resource research & software development
Replies: 219
Views: 86292

Re: [PS3/ X360] GTA V resource research & software developme

@Dageron
Looks like, you forgot to add link to the original post:
http://sannybuilder.com/forums/viewtopi ... 5850#p5850
by listener
Tue Oct 15, 2013 8:48 am
Forum: Game Archive
Topic: [PS3/ X360] GTA V resource research & software development
Replies: 219
Views: 86292

Re: [PS3/ X360] GTA V resource research & software developme

Could be :P But 3d model formats are still unknown, I saw Max script for importing vehicles, but author disappeared. Most of 3d formats are very similar to MaxPayne3 and RDR. (Yes, some fields changed, but, if you can read old formats - you can also read a new format with minimal changes). If you w...
by listener
Mon Oct 14, 2013 8:38 am
Forum: Game Archive
Topic: [PS3/ X360] GTA V resource research & software development
Replies: 219
Views: 86292

Re: [PS3/ X360] GTA V resource research & software developme

CityPoke912 wrote:No, nobody researched that formats.
Should I change my nickname to 'nobody' ?

.xcd - Clip Dictionary - animations, used instead .xad
.xvr - Vehicle Recording - new version of carrec

(sorry, no public info before PC release)
by listener
Tue May 14, 2013 11:36 am
Forum: Game Localization
Topic: Red Dead Redemption Subtitle files
Replies: 19
Views: 10494

Re: Red Dead Redemption Subtitle files

RDR + UN contains ~2500 files with text (of ~60 000 files total)
It have a separate text file for each cutscene and each mission.

Almost all text files exist in 5 versions (-en, -de, -fr, -it, -sp), which gives ~550 files with an english text.
by listener
Mon May 13, 2013 7:15 pm
Forum: Game Localization
Topic: Red Dead Redemption Subtitle files
Replies: 19
Views: 10494

Re: Red Dead Redemption Subtitle files

All 2500 files? (RDR + Undead Nightmare)
Or only ~550 -en.xst ?
by listener
Sun May 12, 2013 4:57 pm
Forum: Game Localization
Topic: Red Dead Redemption Subtitle files
Replies: 19
Views: 10494

Re: Red Dead Redemption Subtitle files

This template for all .xst contents
.xst contains only text (like .gxt in GTA series)

https://dl.dropboxusercontent.com/u/1237855/xst2.png
by listener
Sun May 12, 2013 12:29 am
Forum: Game Localization
Topic: Red Dead Redemption Subtitle files
Replies: 19
Views: 10494

Re: Red Dead Redemption Subtitle files

Just found this topic.

https://dl.dropboxusercontent.com/u/123 ... st-full.bt

Complete template for .xst/.cst
Published almost two years ago.
by listener
Mon Apr 16, 2012 11:12 pm
Forum: Code Talk
Topic: identify unknown Opcodes
Replies: 8
Views: 2927

Re: identify unknown Opcodes

Well in anticipation for max payne 3 I started looking at red dead redemption, I've managed to extract some SCO files (Rage engines script files) but they appear to have a sightly different set of OPCodes when compared to GTA IV which is documented quite well. Red Dead Redemption don't have unident...
by listener
Mon May 23, 2011 6:38 pm
Forum: Game Archive
Topic: L.A. Noire
Replies: 441
Views: 136917

Re: L.A. Noire

twisted wrote:When you say replace the zlib decompressor with a LZX one should I just replace the zlib.h with LZX.h?
Something like that. You can use your favorite LZX decompressor (e.g. xcompress.lib)
I'm using piece of code, ripped from the cabextract sources.
by listener
Sun May 22, 2011 8:47 pm
Forum: Game Archive
Topic: L.A. Noire
Replies: 441
Views: 136917

Re: L.A. Noire

http://dl.dropbox.com/u/1237855/unpack_big.zip .big.ps3 unpacker. Source code included. Replace zlib with LZX decompressor to unpack .big.360 (my own LZX library is extremely ugly, so I didn't include it) Filenames are stripped from archives. Instead filenames used crc32 of name. names can be recons...
by listener
Sun May 22, 2011 12:40 am
Forum: Game Archive
Topic: L.A. Noire
Replies: 441
Views: 136917

Re: L.A. Noire

caws wrote:If we had another sample of these .atb files we could compare'em both to see what differs.
http://dl.dropbox.com/u/1237855/_out.bin
Unpacked first resource from the cases.big.360

More examples will follows as soon, as I finish .big unpacker.