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Search found 4134 matches
- Tue May 17, 2016 9:09 am
- Forum: 3D/2D models
- Topic: Havok binary files
- Replies: 105
- Views: 37250
Re: Havok binary files
Does anyone know what can be done about these? if it's about the skeleton only it can be extracted manually from the hkx file from my experience: DarkSoulsIII_skel.jpg save code as smd file: version 1 nodes 0 "Master" -1 1 "Lower_Root" 0 2 "Pelvis" 1 3 "bag_B_L&qu...
- Mon May 16, 2016 5:17 am
- Forum: Graphic file formats
- Topic: Please bin to dds
- Replies: 6
- Views: 3527
Re: Please bin to dds
if you've some coding skills you could try out the MS DirectX SDK:
(did few changes to the project; but no adding of DDS headers so far)
- Sun May 15, 2016 9:07 pm
- Forum: 3D/2D models
- Topic: Importing .gai animation [PS2] - here comes a new challeng
- Replies: 7
- Views: 2197
Re: Importing .gai animation [PS2] - here comes a new chal
I used IDA software to disassemble the .gai and found something that reminds me of an index well, creative (or funny?) idea to use IDA for such :D The offsets in red seem to be the index for different offsets on the table you've found. And some (but not all) of the addresses on the second column ( ...
- Sat May 14, 2016 7:58 pm
- Forum: 3D/2D models
- Topic: Importing .gai animation [PS2] - here comes a new challeng
- Replies: 7
- Views: 2197
Re: Importing .gai animation [PS2] - here comes a new chal
Would it be too much to ask you if you could write one? On a quick glance there's too many unknowns. In 5875_00_01_00.gai for example at 0xE76 there's an index table interrupted 22 times by 0102010601 offset 0F3E 0001 010102010601 72 61 0000 offset 1BA6 0001 010102010601 60 BF 0000 offset 0x2220 00...
- Sat May 14, 2016 12:31 pm
- Forum: 3D/2D models
- Topic: PS3 BFMDL header
- Replies: 7
- Views: 2429
Re: PS3 BFMDL header
agg_00_model.bin [..] offset 15768 3151 - triangle count, 6787 - vertice count I don't find these values in the file. This list doesn't help very much without the suiting fpk file, does it? Also I'm not very motivated to restart with this topic half a year later. What about the seriousness you purs...
- Fri May 13, 2016 9:31 am
- Forum: 3D/2D models
- Topic: Importing .gai animation [PS2] - here comes a new challeng
- Replies: 7
- Views: 2197
Re: Importing .gai animation [PS2] - here comes a new chal
Kkkk a slight banter, but I really meant it, you're one of the best I've ever seen extracting animations (no jokes this time :D ). It's the title "animation genius" which you used so unwise, hahaha. There's only one animation genius in this forum, MrAdults, just to keep you informed :D. T...
- Fri May 13, 2016 12:07 am
- Forum: 3D/2D models
- Topic: Importing .gai animation [PS2] - here comes a new challeng
- Replies: 7
- Views: 2197
Re: Importing .gai animation [PS2] - here comes a new chal
and the animation genius mr. shakotay2 tried to extract animation's from a chinese Saint Seiya game and we did not succeed :( I feel the slight banter, but it doesn't hurt me, doesn't hurt me - today :D Anyway, 0252_01h.gmi bone names contain too much "hair", too less "finger", ...
- Wed May 11, 2016 9:29 pm
- Forum: Game Archive
- Topic: Forza Apex database - gamedb.slt
- Replies: 10
- Views: 4864
Re: Forza Apex database - gamedb.slt
offzip doesn't find any valid zip data
you might try a comtype scan using quickbms:
viewtopic.php?f=16&t=13222&p=108886&hil ... an#p108886
you might try a comtype scan using quickbms:
viewtopic.php?f=16&t=13222&p=108886&hil ... an#p108886
- Wed May 11, 2016 8:51 pm
- Forum: 3D/2D models
- Topic: Danganronpa Another Episode Model Formats
- Replies: 4
- Views: 2690
Re: Danganronpa Another Episode Model Formats
thx - here's what I've found on a quick glance:
- Wed May 11, 2016 8:00 am
- Forum: 3D/2D models
- Topic: Danganronpa Another Episode Model Formats
- Replies: 4
- Views: 2690
Re: Danganronpa Another Episode Model Formats
I'd share some of the files, but last time I checked this isn't allowed. how should this forum work if noone uploaded a sample? It's a matter of counts and size, imho. Should be ok if you uploaded a small sample of each filetype. (But - as always in life - there's some guys who don't understand the...
- Mon May 09, 2016 10:41 pm
- Forum: Game Archive
- Topic: Forza Apex database - gamedb.slt
- Replies: 10
- Views: 4864
Re: Forza Apex database - gamedb.slt
invalid file format: look into the file - might be compressed.TomWin wrote:This doesn't work
Forza Apex
Because it starts with "SQLite format 3".This works
Forza Horizon 2 (Fast7 DLC)
- Sat May 07, 2016 10:55 am
- Forum: 3D/2D models
- Topic: Binary Domain / Yakuza (gmd) Noesis Script
- Replies: 83
- Views: 51531
Re: Binary Domain / Yakuza (gmd) Noesis Script
The old noesis script can import the geometry for most non-character models, but there's no UV mapping talking about gmd.py from exactly 4 years ago? Then that's not the whole truth. :D There's UV mapping, but not for all meshes. And adding the type 0xF4 to the script like such will show up more UV...
- Fri May 06, 2016 5:13 pm
- Forum: 3D/2D models
- Topic: Boiling Point: Road to Hell *.RF2
- Replies: 17
- Views: 4415
Re: Boiling Point: Road to Hell *.RF2
No, RF2 files contain all animations is absolute exactly. ok, do you know this from the rtf you've uploaded or from using the RF2_viewer? If the latter, could you try out the edit from my previous post? Also i'm can export one model to several files with differences in amounts of keyframes and anim...
- Fri May 06, 2016 2:32 pm
- Forum: 3D/2D models
- Topic: Boiling Point: Road to Hell *.RF2
- Replies: 17
- Views: 4415
Re: Boiling Point: Road to Hell *.RF2
Well, then maybe someone can tell me, where in this RF2 files is stored animation data? guess, there's no "Animation" data in your uploaded RF2 files (Actor folder). But you could search for "Bip" in KIR_GIRL_1.RF2 to find the bones, which are widely spread therein (up to 0xB49F...
- Wed May 04, 2016 7:49 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294215
Re: Extracting simple models
I scanned the file in steps of 4897*24 bytes, at no avail. Then I went backwards from 0x1D5B40, but from the data I saw that the FVFsize was different. I can't give general rules for such, it's creativity or something like that based on simple rules. For files with a size of 2 MB it could help to wr...
