Advice: StopEkey wrote:Nah i'm just learning Pascal
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 927 matches
- Fri Mar 22, 2013 3:10 pm
- Forum: Game Archive
- Topic: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
- Replies: 468
- Views: 256419
Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
- Fri Mar 22, 2013 3:04 pm
- Forum: Game Archive
- Topic: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
- Replies: 468
- Views: 256419
Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
there is no need to update it anymore! :bravo: nice work ekey! the only thing i'm going to do, if sammie doesn't do it, is get the models that he/she couldn't get (quite a few meshes crash noesis). PS. Delphi? LOL? You old school man.... you old school :D. I didn't even know it was still around sinc...
- Fri Mar 22, 2013 2:38 pm
- Forum: Game Archive
- Topic: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
- Replies: 468
- Views: 256419
Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
Nice tool Ekey! Ha ha ha ok, nobody use my ripper tool anymore! We've got filenames and selective extraction now
. Did you write that in C# or native Windows SDK?
- Thu Mar 21, 2013 8:37 pm
- Forum: Game Archive
- Topic: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
- Replies: 468
- Views: 256419
- Thu Mar 21, 2013 5:26 pm
- Forum: Game Archive
- Topic: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
- Replies: 468
- Views: 256419
Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)

regarding packer...
go rick go rick go!
- Thu Mar 21, 2013 4:05 pm
- Forum: Game Archive
- Topic: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
- Replies: 468
- Views: 256419
Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
names!!!!! ha ha ha ha ha go ekey go ekey go!!!! 
- Thu Mar 21, 2013 5:03 am
- Forum: Game Archive
- Topic: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
- Replies: 468
- Views: 256419
Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
nice! i see you made the changes to parse the vertex format
. pretty easy right
? might as well let ya finish it and i can move on to the new one piece.
- Wed Mar 20, 2013 7:24 pm
- Forum: Game Archive
- Topic: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
- Replies: 468
- Views: 256419
Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
almost done, parses all 9,800+ models with no errors. a couple days to check to make sure and i'll release a preview (still haven't worked on auto-texturing yet). your code really helped out c00l
.


- Wed Mar 20, 2013 4:58 pm
- Forum: Game Archive
- Topic: General question: Why are animations rarely extracted?
- Replies: 9
- Views: 2392
Re: General question: Why are animations rarely extracted?
ha ha ha ha. really hmmm? i guess i might give it a go one day on neptunia then and see what kind of junk pops out. so that's what they call it (flattening the hierarchy) when they remove the joint tips?
- Wed Mar 20, 2013 9:36 am
- Forum: Graphic file formats
- Topic: Sleeping Dogs Texture Packages (*.perm.bin and *.temp.bin)
- Replies: 4
- Views: 2438
Re: Sleeping Dogs Texture Packages (*.perm.bin and *.temp.bi
oh i see, i was starting the entry from the filename lol
lemme see, texture type would be part of your h05. i would make h05 only 32 bytes, rather than 48.
lemme see, texture type would be part of your h05. i would make h05 only 32 bytes, rather than 48.
- Wed Mar 20, 2013 9:05 am
- Forum: Graphic file formats
- Topic: Sleeping Dogs Texture Packages (*.perm.bin and *.temp.bin)
- Replies: 4
- Views: 2438
Re: Sleeping Dogs Texture Packages (*.perm.bin and *.temp.bi
h08 is number of mipmaps. 0x200 x 0x200 = 0 0x20000 DXT1 size 0x100 x 0x100 = 1 0x8000 DXT1 size 0x080 x 0x080 = 2 0x2000 DXT1 size 0x040 x 0x040 = 3 0x800 DXT1 size 0x020 x 0x020 = 4 0x200 DXT1 size 0x010 x 0x010 = 5 0x080 DXT1 size 0x008 x 0x008 = 6 0x020 DXT1 size 0x004 x 0x004 = 7 0x08 DXT1 size...
- Wed Mar 20, 2013 7:14 am
- Forum: Game Archive
- Topic: General question: Why are animations rarely extracted?
- Replies: 9
- Views: 2392
Re: General question: Why are animations rarely extracted?
here are the problems i have faced. #1 games use joints. modelers use bones (albiet maya). most games do not include the extra joints at the end of the chain that do not transform vertices. partial solution is to take ibm and create a mini-end bone. however this is assuming you have perfect computat...
- Wed Mar 20, 2013 6:59 am
- Forum: Game Archive
- Topic: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
- Replies: 468
- Views: 256419
Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
ekey, isnt it theoretically possible to redirect links from any bigfile to the end of the last bigfile? i was going to try it earlier but then deemed texture modding uneccesary.
- Tue Mar 19, 2013 8:35 pm
- Forum: Game Archive
- Topic: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
- Replies: 468
- Views: 256419
Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
not bad sammie, not bad 
remember, there is an alternative UV type (not all models use scaled signed shorts)
also, don't forget blend weights and blend indices. i described you how to get them in a previous post.
remember, there is an alternative UV type (not all models use scaled signed shorts)
also, don't forget blend weights and blend indices. i described you how to get them in a previous post.
- Mon Mar 18, 2013 5:50 pm
- Forum: Game Archive
- Topic: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
- Replies: 468
- Views: 256419
Re: Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
Too dumb???!!! I got stuck and HAD TO LOOK AT YOUR CODE LOL!!! :D I don't know what that make me then :keke: . OK, I'll finish it up for ya, if shadowmoy or someone else who knows Rich's Noesis Python API doesn't take your noesis script and add like the 10 lines of code needed to finish it :P. ninja...

