Search found 255 matches
- Tue Jun 09, 2015 10:01 pm
- Forum: 3D/2D models
- Topic: Witcher Wild Hunt (request)
- Replies: 22
- Views: 6591
Re: Witcher Wild Hunt (request)
Work with .w2mesh offset of 0xC77 contain 25-byte records of submesh: offset vertex coordinates, offset UV, offset unknown datablock (array located after UV array), some unknown bytes and number of submesh's vertex. for i = 1 to 6 do ( b_offset = ftell fm vertex_offset_start = readlong fm #unsigned ...
- Fri Jun 05, 2015 7:50 pm
- Forum: 3D/2D models
- Topic: Witcher Wild Hunt (request)
- Replies: 22
- Views: 6591
Re: Witcher Wild Hunt (request)
Everything is very simple. This is unsigned short value :D I tried to pick up not standard mantis and exponent... Facepalm... fseek f 0x0 #seek_set --reading_vertex for j = 1 to 1944 do ( x = readshort f #unsigned y = readshort f #unsigned z = readshort f #unsigned print ("x: " + (x as string) + " 0...
- Fri Jun 05, 2015 4:46 pm
- Forum: 3D/2D models
- Topic: Witcher Wild Hunt (request)
- Replies: 22
- Views: 6591
Re: Witcher Wild Hunt (request)
it happens
I try find 3d coordinates so far unsuccessfully.
I try find 3d coordinates so far unsuccessfully.
- Fri Jun 05, 2015 3:30 pm
- Forum: 3D/2D models
- Topic: Witcher Wild Hunt (request)
- Replies: 22
- Views: 6591
Re: Witcher Wild Hunt (request)
face indicies has offset (as you say) 0x1A400. 3 * unsignded short int. I find 2850 faces. (fragment on maxscript) fseek f 0x1A400 #seek_set for j = 1 to 2850 do ( i1 = (readshort f #unsigned ) + 1 i2 = (readshort f #unsigned ) + 1 i3 = (readshort f #unsigned ) + 1 append Face_arrays[i1,i2,i3] )
- Thu Jun 04, 2015 11:25 pm
- Forum: 3D/2D models
- Topic: Witcher Wild Hunt (request)
- Replies: 22
- Views: 6591
Re: Witcher Wild Hunt (request)
Yes, you right. This is faces indices. I been right too. First block (0x3CC0 - 0x5b20) - UV coordinates. :D It remains to understand where the coordinates of the vertices in 3D space. Incidentally, the data blocks is cyclically repeated. Look offset 0xCE80. Maybe it submesh. upd. first array (0x0 - ...
- Thu Jun 04, 2015 7:24 pm
- Forum: 3D/2D models
- Topic: Witcher Wild Hunt (request)
- Replies: 22
- Views: 6591
Re: Witcher Wild Hunt (request)
I don't know. Just look similar. You read this array with offset 0x3CC0, right? What format? half-float? I think xbm is very lov resolution textures. Full resolution textures unpack too, but without names and directory structures.This hodge-podge. upd , yes half-float. Lenght of array is around 1944...
- Thu Jun 04, 2015 4:29 pm
- Forum: 3D/2D models
- Topic: Witcher Wild Hunt (request)
- Replies: 22
- Views: 6591
Re: Witcher Wild Hunt (request)
Ok, thank you. Look like as correct UV coordinates.
This is hex2obj?
Can you show config of the tools?
This is hex2obj?
Can you show config of the tools?
- Thu Jun 04, 2015 11:45 am
- Forum: 3D/2D models
- Topic: Witcher Wild Hunt (request)
- Replies: 22
- Views: 6591
Witcher Wild Hunt (request)
I try extract 3d models from Witcher Wild Hunt. Sources (*.bundle, *.cache) been unpack with QuickBMS script. As simple example i use model of Ciri's sword. It seems 3d model consist of a few files. *.w2ent - base record about of type model. Has link to *.w2mesh *.w2mesh - header of model and some d...
- Tue Jun 02, 2015 6:06 pm
- Forum: Game Archive
- Topic: The Witcher 3 Wild Hunt (*.cache*.bundle)
- Replies: 54
- Views: 24561
Re: The Witcher 3 Wild Hunt (*.cache*.bundle)
someone try extract 3d models/textures?
- Wed May 27, 2015 8:39 pm
- Forum: Game Archive
- Topic: Alien Isolation (.PAK .BIN)
- Replies: 180
- Views: 68121
Re: Alien Isolation (.PAK .BIN)
trexjones you use very long path and name.
Move file up to the root of the disk.
as example:
D:\AIUnp\BSP_LV426_PT02\RENDERABLE\_models
or more short.
Move file up to the root of the disk.
as example:
D:\AIUnp\BSP_LV426_PT02\RENDERABLE\_models
or more short.
- Tue May 26, 2015 5:47 pm
- Forum: Game Archive
- Topic: Alien Isolation (.PAK .BIN)
- Replies: 180
- Views: 68121
Re: Alien Isolation (.PAK .BIN)
No, it doesn't exist. 
- Sun May 24, 2015 7:05 am
- Forum: Game Archive
- Topic: Alien Isolation (.PAK .BIN)
- Replies: 180
- Views: 68121
Re: Alien Isolation (.PAK .BIN)
I have some problem with extraction normal maps. I extract textures with AITexPAKExtract_0.3/4 and converted it with two tools - texconv and texgenpack. https://directxtex.codeplex.com/releases/view/612866 https://github.com/hglm/texgenpack most textures converted correct but normal map - don't. tex...
- Tue Feb 03, 2015 9:31 am
- Forum: Game Archive
- Topic: Watch_Dogs fat and dat archives
- Replies: 210
- Views: 81444
Re: Watch_Dogs fat and dat archives
А чем существующий не угодил? Геометрия есть, развертка есть, даже кости есть.
- Sun Jan 25, 2015 11:17 am
- Forum: Game Archive
- Topic: Shadow Of Mordor .arch05
- Replies: 124
- Views: 122544
Re: Shadow Of Mordor .arch05
Input the path to the directory with tex files. All subdirectories will be checked too.
As example:
D:\Program Files\Middle-earth. Shadow of Mordor\Arch05\!!Unpack\models\player\
As example:
D:\Program Files\Middle-earth. Shadow of Mordor\Arch05\!!Unpack\models\player\
- Sun Jan 25, 2015 10:02 am
- Forum: Game Archive
- Topic: Shadow Of Mordor .arch05
- Replies: 124
- Views: 122544
Re: Shadow Of Mordor .arch05
This is a script.
Install python interpreter (I use version 2.7) https://www.python.org/downloads/.
Then start command line and write (as example).
Install python interpreter (I use version 2.7) https://www.python.org/downloads/.
Then start command line and write (as example).
