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- Thu May 22, 2014 11:21 pm
- Forum: Game Archive
- Topic: wolfenstein ps3 atreamed.resources
- Replies: 15
- Views: 6195
Re: wolfenstein ps3 atreamed.resources
about graphics : game run under openGL
- Thu May 22, 2014 12:15 am
- Forum: Game Archive
- Topic: wolfenstein ps3 atreamed.resources
- Replies: 15
- Views: 6195
Re: wolfenstein ps3 atreamed.resources
ambient sounds, effect sounds , music , german voices and others are located in chunkXX.resources files(all compressed), the index files contains names and address of the assets. (wav format for sounds) header: 03 53 45 52 00 00 00 00 00 00 00 00 00 00 00 00 (.SER..........) http://www.mediafire.com...
- Wed May 21, 2014 4:42 am
- Forum: Game Archive
- Topic: wolfenstein ps3 atreamed.resources
- Replies: 15
- Views: 6195
Re: wolfenstein ps3 atreamed.resources
pc version are multiple OGGs audio files
- Fri May 09, 2014 10:40 pm
- Forum: Game Archive
- Topic: [PS3/ X360] GTA V resource research & software development
- Replies: 219
- Views: 107211
Re: [PS3/ X360] GTA V resource research & software developme
hey!Dageron sorry for disturb but is possible to implement in your tool an export option for textures inside the CDD (simple dds) - XDD files? because the normal maps and specular maps for character are inside this file and not in ctd - xtd
- Thu May 08, 2014 2:46 am
- Forum: Game specific tools
- Topic: Beyond: Two Souls - Reversing | Porting (THAT'S ALL FOLKS?)
- Replies: 255
- Views: 183913
Re: [PS3] Beyond: Two Souls -Extractor- + Beginnings of pars
Im surprised there aren't more people speaking in the topic, but I honestly think that's because of the forum it's in, if this were in game archive research for example I think it would have a lot more attention, people rarely visit this subforum. I think people keep asking about the mesh as that's...
- Wed May 07, 2014 4:37 am
- Forum: Game specific tools
- Topic: Beyond: Two Souls - Reversing | Porting (THAT'S ALL FOLKS?)
- Replies: 255
- Views: 183913
Re: [PS3] Beyond: Two Souls -Extractor- + Beginnings of pars
are you planning to obtain 3d models in the future?
- Wed Apr 23, 2014 6:27 am
- Forum: 3D/2D models
- Topic: [HELP]Possible meshes with havok structure
- Replies: 2
- Views: 2565
Re: [HELP]Possible meshes with havok structure
I have this information from havok support they seem to be packfiles that have been saved out on a 32 bit machine with big endian integer representation, I'd get Linux 32 bit. You can read more about packfiles and all the other Havok file formats in the User Guide -> Common Havok Components -> Seria...
- Sat Apr 19, 2014 11:57 pm
- Forum: 3D/2D models
- Topic: [HELP]Possible meshes with havok structure
- Replies: 2
- Views: 2565
[HELP]Possible meshes with havok structure
I'm still working on killzone models but some meshes are lost. The vertex aren't in the vertex buffer section but the textures , uv and indices are in the file. I have suspicions with this section of the file because this lost meshes in the game have physics. http://www.mediafire.com/convkey/0f19/fn...
- Thu Apr 17, 2014 9:38 pm
- Forum: 3D/2D models
- Topic: PC Lost Planet 2 (2010) maxscript
- Replies: 8
- Views: 5983
Re: PC Lost Planet 2 (2010) maxscript
use texturefinder check the *.tex files and with a hexadecimal editor just add a DDS header in the filedragbody wrote:Zaramot - Thanks so much for this! I was waiting for this for so long. I tested the script and it works great.
Do you have a method for converting the textures as well?
- Wed Mar 19, 2014 5:00 am
- Forum: 3D/2D models
- Topic: Killzone 3 vertex compressed in model space
- Replies: 5
- Views: 4772
Re: Killzone 3 vertex compressed in model space
Solved! I found the correct vertex data
- Mon Mar 17, 2014 3:47 am
- Forum: 3D/2D models
- Topic: [PS3] Killzone 3 .core and .coresteam
- Replies: 6
- Views: 2963
Re: [PS3] Killzone 3 .core and .coresteam
models from pcsx2 contains all vertex in correct perspective and is very easy to rescale but the vertex from killzone looks like a 2d object .... are the same that uv map, you can rescale the mesh but the vertex don't have the order for form a 3d object.
- Sun Mar 16, 2014 9:12 pm
- Forum: 3D/2D models
- Topic: [PS3] Killzone 3 .core and .coresteam
- Replies: 6
- Views: 2963
Re: [PS3] Killzone 3 .core and .coresteam
isn't perspective problem, is vertex problem
- Fri Mar 14, 2014 1:22 am
- Forum: 3D/2D models
- Topic: Killzone 3 vertex compressed in model space
- Replies: 5
- Views: 4772
Re: Killzone 3 vertex compressed in model space
I don't know much about this. I received a little hint which says that the vertices are compressed in model space... I don't know how to decompress or scale but I'm getting more information. Note: Models from Infamous 1 PS3 looks very similar (infamous 2 formats looks similar to uncharted/the last o...
- Thu Mar 13, 2014 8:54 am
- Forum: 3D/2D models
- Topic: Killzone 3 vertex compressed in model space
- Replies: 5
- Views: 4772
Re: Killzone 3 vertex compressed in model space
I obtained information about the vertices are compressed in "model space" with fixed points relatives to bounding box.
anyone know about "models space compression"?
anyone know about "models space compression"?
- Wed Mar 05, 2014 5:52 am
- Forum: Compressed files and methods
- Topic: Plants Vs Zombies Garden Warfare File Format (X360)
- Replies: 8
- Views: 5669
Re: Plants Vs Zombies Garden Warfare File Format (X360)
for run the extractor script is necessary the cas.cat file 
