I didn't. What I showed is what you see when you look at the CAB in a hexeditor.kokkorokkokkok wrote:how did you extract CAB files?
Search found 3464 matches
- Thu Jul 06, 2017 5:49 am
- Forum: Game Archive
- Topic: Unity game with .ab animation file.
- Replies: 3
- Views: 1466
Re: Unity game with .ab animation file.
- Tue Jul 04, 2017 6:48 pm
- Forum: Game Archive
- Topic: Unity game with .ab animation file.
- Replies: 3
- Views: 1466
Re: Unity game with .ab animation file.
dunno what you tried exactly and don't have the time to view the video tutorial (in fact I really hate video tutorials except 5 or 6 of them which were short :D and really good) anyways why don't you use quickbms with this script http://aluigi.org/papers/bms/unity3d_webplayer.bms works like a charm:...
- Sun Jul 02, 2017 9:05 pm
- Forum: Game Archive
- Topic: How to extract models from .dat files ?
- Replies: 8
- Views: 4391
Re: How to extract models from .dat files ?
As for the H2O, how do I know what the numbers should be filled in in the software? Try out/understand the sample extraction in the tutorial. I read the tut, but I'm still a little confused. why? And, do I have to extract the models one by one? Is there any ways to extract them all by once? the ide...
- Sun Jul 02, 2017 1:20 pm
- Forum: 3D/2D models
- Topic: Twisted Metal Black (2001) [PS2]
- Replies: 5
- Views: 1664
Re: Twisted Metal Black (2001) [PS2]
nice point clouds but autocreated face indices don't work - maybe use of quads required?
- Sun Jul 02, 2017 12:39 pm
- Forum: 3D/2D models
- Topic: Initial D Extreme Stage [PS3]
- Replies: 33
- Views: 14917
Re: Initial D Extreme Stage [PS3]
offzip didn't reveal senseful data but you can search for "YABX" or "yabukita::Object" in car.xaf , which are present 400 times There's an uncompressed block at 0x17F000 for example: Car_xaf_0x17F000.jpg (sry for cutting his left arm mesh :D ) btw: cut/copied that 16 kB block into a separate file, s...
- Sat Jul 01, 2017 8:02 pm
- Forum: 3D/2D models
- Topic: Kingdom Hearts series Falo's Dumper
- Replies: 2
- Views: 872
Re: Kingdom Hearts series Falo's Dumper
And here's the link where it originally came from (post #92):
http://ngemu.com/threads/kingdom-hearts ... 633/page-5
(author's name is dsfgd,
, last seen Nov 11, 2012)
http://ngemu.com/threads/kingdom-hearts ... 633/page-5
(author's name is dsfgd,
- Sat Jul 01, 2017 5:29 pm
- Forum: Game Archive
- Topic: [PC] Hyper universe online
- Replies: 5
- Views: 3306
Re: [PC] Hyper universe online
I think these files are encrypted unity files. which encryption are you speaking of exactly? At least the files are compressed, yes. Unity-HyperUniv-Qlow.jpg Since the mesh type is listed as 43 you might try other tools (read here for example: http://forum.xentax.com/viewtopic.php?f=16&t=16292&p=13...
- Fri Jun 30, 2017 10:31 am
- Forum: 3D/2D models
- Topic: Help convert .mesh to .obj from Cars Lightning League
- Replies: 7
- Views: 1778
Re: Help convert .mesh to .obj from Cars Lightning League
Hi,johncarterthe wrote:So now I got all the .mesh files of all the character bodies
where/how did you get them from?
- Thu Jun 29, 2017 6:04 pm
- Forum: 3D/2D models
- Topic: IA/VT-Colorful- 3D Models?
- Replies: 22
- Views: 4855
Re: IA/VT-Colorful- 3D Models?
strange vertex stride (31 bytes):
(first submesh (of 5?) only, as always)
- Thu Jun 29, 2017 2:32 pm
- Forum: 3D/2D models
- Topic: S.W.A.T. Target Liberty (*.dob) models.
- Replies: 12
- Views: 3800
Re: S.W.A.T. Target Liberty (*.dob) models.
Nowadays I'm a bit busy. no problem. :) I had a deeper look at your project, introduced a vertex count and found that it was ok: 1136 (well, 1135 is better) (dunno why blender showed the wheels only in a point cloud :cry: ) I added/copypasted tristripped face indices (from hex2obj ) and realized a ...
- Thu Jun 29, 2017 12:05 pm
- Forum: 3D/2D models
- Topic: S.W.A.T. Target Liberty (*.dob) models.
- Replies: 12
- Views: 3800
Re: S.W.A.T. Target Liberty (*.dob) models.
Hi Sleepy, nice to see your progress. :) After drive selection your program expects the path "PSP_GAME" to be present. If not, nothing happens. (Maybe you should check for the folder to exist?) I created that folder, then copied swatvan.dob to it which could be loaded and exported to obj. Checking t...
- Thu Jun 29, 2017 4:53 am
- Forum: 3D/2D models
- Topic: Golden Axe - Beast Rider
- Replies: 50
- Views: 16121
Re: Golden Axe - Beast Rider
you need to upload the .dat files which you extracted
(assuming you managed to load the 00000003.dat file from the example: viewtopic.php?f=16&t=3793&p=50327&hilit ... Axe#p50327)
(assuming you managed to load the 00000003.dat file from the example: viewtopic.php?f=16&t=3793&p=50327&hilit ... Axe#p50327)
- Thu Jun 29, 2017 3:56 am
- Forum: 3D/2D models
- Topic: PC Danganronpa Despair Girls .BNC, .BTX Help
- Replies: 25
- Views: 6517
Re: PC Danganronpa Despair Girls .BNC, .BTX Help
noone can create a script before the format is known. So the first request would be for getting the format.anime663 wrote:I was wondering if anyone could create a script for these files
Anyways, the first submesh only (as always):
- Wed Jun 28, 2017 7:44 pm
- Forum: 3D/2D models
- Topic: Valkyrie Drive Bhikkhuni (Vita) Noesis Script
- Replies: 13
- Views: 4293
Re: Valkyrie Drive Bhikkhuni (Vita) Noesis Script
(creating/adapting scripts takes time - seems noone has)
(uvs format may be word/shorts)
- Wed Jun 28, 2017 6:24 pm
- Forum: Code Talk
- Topic: Rendering UV Map problem
- Replies: 1
- Views: 1038
Re: Rendering UV Map problem
well, see, you're still struggeling with that ugly yobj format :D http://forum.xentax.com/viewtopic.php?f=16&t=15579&p=124985&hilit=yobj#p124985 From your post as of Dec. 12th, 2016 I made this comparison for the mesh 0 (as you called it): 02-yobj-model-0.jpg As you can see there's some ugly swappin...
