Important information: this site is currently scheduled to go offline indefinitely by December 1st 2023.
If you wish to donate to attempt the preservation of tools and software somewhere else before it goes down, check the GoFundMe
If you wish to donate to attempt the preservation of tools and software somewhere else before it goes down, check the GoFundMe
Search found 392 matches
- Mon Jul 25, 2016 1:28 am
- Forum: Game Archive
- Topic: StarWars Battlefront unpacker / decoder
- Replies: 88
- Views: 79432
Re: StarWars Battlefront unpacker / decoder
Your Batch_Itexture_Converter is only working tool I found so far, which can convert textures from NFS Rivals .itexture files. Especially normal maps. But it's not fully compatible, it makes wrong (but fixable) headers and requires renaming .itexture to .texture for converting. So, can I ask you for...
- Fri Jan 29, 2016 3:03 pm
- Forum: 3D/2D models
- Topic: World of Tanks Map format.
- Replies: 260
- Views: 52019
Re: World of Tanks Map format.
Ability to export full scene to FBX would be really usefullCoffee wrote:Got the models loading again.
- Mon Jan 25, 2016 3:25 pm
- Forum: 3D/2D models
- Topic: World of Warships
- Replies: 772
- Views: 164502
Re: World of Warships
Wargaming make WebGL player for tank models with JPG textures: http://content.wargaming.net/wot/commun ... shorn.html
- Wed Jan 13, 2016 11:08 pm
- Forum: 3D/2D models
- Topic: World of Warships
- Replies: 772
- Views: 164502
Re: World of Warships
I started a topic about the Editor on the russian forum and got error report as first answer.
Some shader troubles with Intel HD video.
Also here's a technical question - does your primitive exporter support BSP tree v2 - it's required for hits decals drawing in game, and if so - how it's done?
Some shader troubles with Intel HD video.
Also here's a technical question - does your primitive exporter support BSP tree v2 - it's required for hits decals drawing in game, and if so - how it's done?
- Wed Jan 13, 2016 4:01 pm
- Forum: 3D/2D models
- Topic: World of Tanks Map format.
- Replies: 260
- Views: 52019
Re: World of Tanks Map format.
WoWS devs obfuscated all python scripts because they dont want python mods in game with near cheating possibilites, like in WoT.TheSeeker wrote:yeah, I've no idea why WoT scripts can be decompiled and WoWS scripts can't
So, they got mods for aiming point without using python - sad but true
- Wed Jan 13, 2016 6:20 am
- Forum: 3D/2D models
- Topic: Armored Warfare .PAK
- Replies: 35
- Views: 18781
Re: Armored Warfare .PAK
Don't mean to hi-jack this thread but i'm a total newb at this stuff. I was hoping to scrape the data for 2 things, possibly higher resolution minimaps & scrape for tank data (i.e. get the stats into a db or a json file or some such). Any guidance will be greatly helpful! Tank data is probably ...
- Tue Jan 12, 2016 10:21 pm
- Forum: 3D/2D models
- Topic: World of Tanks Map format.
- Replies: 260
- Views: 52019
Re: World of Tanks Map format.
Of course I can :)))Coffee wrote:Can you decompile Python?
http://sourceforge.net/projects/easypythondecompiler/
- Tue Jan 12, 2016 9:43 pm
- Forum: 3D/2D models
- Topic: World of Tanks Map format.
- Replies: 260
- Views: 52019
Re: World of Tanks Map format.
This may make it totally impossible to figure this out. Looks like it's used for password storing: # Embedded file name: scripts/client/helpers/obfuscators.py import base64 from debug_utils import LOG_CURRENT_EXCEPTION class XORObfuscator: __PREFIX = '#obfuscate:' def __init__(self, key): if len(ke...
- Tue Jan 12, 2016 5:26 pm
- Forum: 3D/2D models
- Topic: Armored Warfare .PAK
- Replies: 35
- Views: 18781
Re: Armored Warfare .PAK
EDIT: I figured it out, the meshes for the hulls for any given tank are with .cga extention which is also opened by cgf-converter. EDIT: Can you confirm that you can open amx-10p_hull_ddn.dds ? I can open any dds related to amx10p but this one does not show anything yet its 2.66MB ? Also here's .ch...
- Mon Jan 11, 2016 9:43 pm
- Forum: 3D/2D models
- Topic: World of Warships
- Replies: 772
- Views: 164502
Re: World of Warships
Help me pliiiiz :disturbed: Сейчас нет необходимости создавать XML-ки этой утилитой, в комплекте с редактором идет архив с уже созданными, нужно только распаковать/обновить их командой меню File>Force MASTER XML update. The Zip is created using the XML Creator but you don't need that tool. The new ...
- Sun Jan 10, 2016 5:30 pm
- Forum: 3D/2D models
- Topic: World of Warships
- Replies: 772
- Views: 164502
Re: World of Warships
Beautiful renderingCoffee wrote:Here is a pic of the new format with out the normals visible.
But the gun looks misplaced a little?
Or not... didn't have this tank in game to check closer.
- Sun Jan 10, 2016 5:08 pm
- Forum: 3D/2D models
- Topic: World of Warships
- Replies: 772
- Views: 164502
Re: World of Warships
Great! 
PS: Those track reminds me about unfigured out .track format for HD-versions... But you is leveled up from last try, maybe from 70 to 90 lvl
PS: Those track reminds me about unfigured out .track format for HD-versions... But you is leveled up from last try, maybe from 70 to 90 lvl
- Sun Jan 10, 2016 4:20 pm
- Forum: 3D/2D models
- Topic: World of Warships
- Replies: 772
- Views: 164502
Re: World of Warships
Googling "normals 8-8-8" got me nothing interesting, except this big article from nvidia. An integer normal map texture can typically be stored with 16 (5:6:5), 24 (8:8:8), 48 (16:16:16) or 96 (32:32:32) bits per normal vector. Most of today's normal maps, however, are stored with no more ...
- Sun Jan 10, 2016 4:02 pm
- Forum: 3D/2D models
- Topic: World of Warships
- Replies: 772
- Views: 164502
Re: World of Warships
I think ripping a model from game can help with figuring out those normals by having result of like in game transforms of normal to compare with HEX one. Unfortunately, most advanced 3D-ripper ATM (Ninja Ripper) can't rip from "World of ..." series due to anticheat/antihook presence in gam...
- Sun Jan 03, 2016 7:11 am
- Forum: 3D/2D models
- Topic: World of Warships
- Replies: 772
- Views: 164502
Re: World of Warships
Materials with same name has different textures?Coffee wrote:Ok.. using the Material names in the visual isn't a good idea.
So many models have the same material name.
And it looks like shader names. Not names of mfm-file.
