Search found 4134 matches

by shakotay2
Sun Dec 22, 2019 7:29 pm
Forum: Game Archive
Topic: very needed script for .big files
Replies: 24
Views: 4260

Re: very needed script for .big files

greenlemonade1 wrote: Sun Dec 22, 2019 6:35 pmAs for ea_big4.bms script I wanna tell that the script won't work with fo3 data big 2, although in signature is the same "Big".
yeah, I know, mate. What is the error message in the quickbms console window then? (screenshot?)
And which size has data_2.big_0_228335040?
by shakotay2
Sun Dec 22, 2019 7:22 pm
Forum: 3D/2D models
Topic: Avengers Academy .ccz .c3b
Replies: 61
Views: 20462

Re: Avengers Academy .ccz .c3b

If you can help me by edit your script or tell me what I can do for make it work ! Thanks in advance :) It's Mariusz' script and it's not as easy as you may think of. You need some decent understanding of the starter.p y script (which may take weeks) or some intuitive proceeding. You may or may not...
by shakotay2
Sun Dec 22, 2019 5:59 pm
Forum: Game Archive
Topic: very needed script for .big files
Replies: 24
Views: 4260

Re: very needed script for .big files

nope. Re-read my post as of 2:07 o'clock: Using ea_big4.bms (from your "FO3 Big" folder) on data_2.big_0_228335040 (signature "BIg") reveals this Error... But that data_2.big... file was shortened to 2 MB. What is the error message when you use ea_big4.bms on the full sized data_...
by shakotay2
Sun Dec 22, 2019 3:54 pm
Forum: Game Archive
Topic: very needed script for .big files
Replies: 24
Views: 4260

Re: very needed script for .big files

greenlemonade1 wrote: Sun Dec 22, 2019 2:43 pmI exported two days ago data big 4, with more than 12 000 files, for 25 or more hrs, but you export it so quickly.
It's because you used the full sized archive file (>12000 files contained) while I had the cut file only (2 MB of size, 3 files contained).
by shakotay2
Sun Dec 22, 2019 2:07 pm
Forum: Game Archive
Topic: very needed script for .big files
Replies: 24
Views: 4260

Re: very needed script for .big files

1) I can't find Sergio Augero's face texture for example, in every big file, big 2,3,4 contains face textures, but in data4 are also hair, eye and head models, that's why I know that files are missing, mate :[ 2) I exported data 3 and 4, using fo3 program, and gave me good results, just some minor ...
by shakotay2
Sat Dec 21, 2019 7:35 pm
Forum: Game Archive
Topic: very needed script for .big files
Replies: 24
Views: 4260

Re: very needed script for .big files

I'm using old aluigi's dump script for extracting fifa .big files, So you used a FO3 bms script to extract FO4 big files, right? but I noticed that not all files are exported, some players are missing. Which "players" are missing? How'd you know that? I used one program that my friend mad...
by shakotay2
Sat Dec 21, 2019 2:09 pm
Forum: 3D/2D models
Topic: [Xbox][MGF] MechAssault 2 / Material & Geometry Format
Replies: 26
Views: 7029

Re: [Xbox][MGF] MechAssault 2 / Material & Geometry Format

We're going to have to be doing model by model in hex2obj ?? No. hex2obj is just a helpertool for getting/understanding the first submesh(es). Is there a faster way to obtain the models? Sooner or later (using the Make_obj project). Just checking some mgf files with about 1000 static submeshes. Oth...
by shakotay2
Thu Dec 19, 2019 4:52 pm
Forum: 3D/2D models
Topic: [HELP] Get Bone and Animation for model
Replies: 52
Views: 11793

Re: [HELP] Get Bone and Animation for model

@Shakotay2: so what is casual value for scene root frame? I dunno. The referred quote "All Scene root frames are zero:" only explains why there's no translational moving. There should be an increment of the x values for example per frame to see the cat moving. You simply could create such...
by shakotay2
Tue Dec 17, 2019 9:23 pm
Forum: Tutorials
Topic: Extracting simple models
Replies: 493
Views: 294215

Re: Extracting simple models

Any suggestions how I could progress? Sooner or later you need to code some lines (see my Make_Obj project) Or use Noesis (python) for example. Meanwhile you could search/care for the bigger vertex blocks. (Offsets between the start offsets of the 010000010000000000000000 sequences vary, it's 0x80,...
by shakotay2
Sun Dec 15, 2019 9:18 am
Forum: 3D/2D models
Topic: Black Desert Online File Formats (PAB, PAC, PAA)
Replies: 56
Views: 43453

Re: Black Desert Online File Formats (PAB, PAC, PAA)

The animations work fine in Blender, but not in neosis. Can anyone who actually has some idea what they're looking at actually spot the difference here? You might log the matrices in blender, then in Noesis and compare for differences. That's how I would do it if I had time. btw: looks as if my ear...
by shakotay2
Sat Dec 14, 2019 9:51 am
Forum: Tutorials
Topic: Extracting simple models
Replies: 493
Views: 294215

Re: Extracting simple models

I think these are the addresses of the vertices 3780 37B0 37E0 36BC well, no, that doesn't make any sense to me. Did you have a look at the hex bytes at file offset 0x3780? 192 only and lots of zeroes. There's many floats in the file (at 0x150C for example) which you don't seem to have recognized. ...
by shakotay2
Wed Dec 11, 2019 10:12 pm
Forum: 3D/2D models
Topic: Black Desert Online File Formats (PAB, PAC, PAA)
Replies: 56
Views: 43453

Re: Black Desert Online File Formats (PAB, PAC, PAA)

please help~~ PEARLABYSS paa animation what is this? A request? How do you think anyone could know what your problem is? How to open and what are the steps Thank you very very very much! In blender 2.49 b: with the suiting blend file open (yes, there are several .blend file versions , which version...
by shakotay2
Mon Dec 09, 2019 12:14 pm
Forum: 3D/2D models
Topic: Crazy Taxi 3 models (PC 2003)
Replies: 6
Views: 3122

Re: Crazy Taxi 3 models (PC 2003)

Gotta some superfluous faces, as always:
.
Taxi_weird.png
by shakotay2
Sun Dec 08, 2019 11:19 pm
Forum: Game Archive
Topic: Grinch (PC) .bze files
Replies: 2
Views: 774

Re: Grinch (PC) .bze files

using IrfanView, load as raw file, view pic for parameters (try 160 x 512, too):
.
CCMCCAVE.jpg
by shakotay2
Sun Dec 08, 2019 11:39 am
Forum: Game Localization
Topic: La-Mulana .dat decode/recode anyone?
Replies: 4
Views: 1995

Re: La-Mulana .dat decode/recode anyone?

Can someone very kindly convert it to a simple decode/recode exe tool maybe? :oops: There is a (more or less) working solution, try to use it. For windows blender 2.75 for example these changes are required: in def decode_block (b): if (o == 0x000C): s = "{FF}" else: s = chr(o) in def dec...