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Search found 4134 matches
- Wed Jul 08, 2015 8:40 pm
- Forum: Graphic file formats
- Topic: [REQ] One piece kazoku mouso3 g1t files.
- Replies: 3
- Views: 1702
Re: [REQ] One piece kazoku mouso3 g1t files.
having done a forum search for G1TG0060 you'd found chrrox' dds.bms script here: http://forum.xentax.com/viewtopic.php?f=16&t=6252&hilit=dynasty+warriors+7 You'll have to add some dxt header (try the extracted 128 bytes dds file) to the extracted 64k/128k/512k dds files. (I didn't bother try...
- Wed Jul 08, 2015 7:23 am
- Forum: Graphic file formats
- Topic: Cryengine vertex information weirdness
- Replies: 12
- Views: 2666
Re: Cryengine vertex information weirdness
And I can't for the life of me figure out how you get 3 float vectors into just 8 bytes. iirc there was a packed format, 11bits,11bits,10bits where the latter being used for the height coordinate. Maybe it's something similar here? (there are various possibilities to devide 64bits up in a similar w...
- Tue Jul 07, 2015 7:28 am
- Forum: Graphic file formats
- Topic: Madden 12 PSP .msh file format - any help
- Replies: 17
- Views: 8424
Re: Madden 12 PSP .msh file format - any help
Just the first senseful address after "torso".
Feel free to de- or increase it to improve the displayed picture.
Feel free to de- or increase it to improve the displayed picture.
- Mon Jul 06, 2015 12:02 am
- Forum: 3D/2D models
- Topic: Havok binary files
- Replies: 105
- Views: 37250
Re: Havok binary files
But it should be enough right? Wasn't the whole point was to compare compressed vs noncompressed? yep, to compare the headers, so that one could fake the header of a SD anim to get it loaded by the Havok Standalone tool. Up to offset 0x269 there are few different bytes only in the headers of Adria'...
- Sun Jul 05, 2015 11:11 pm
- Forum: 3D/2D models
- Topic: Havok binary files
- Replies: 105
- Views: 37250
Re: Havok binary files
Okay, so. I got the content tools, but I can't seem to export anything properly. There's all sorts of garbage in the file, but no actual animation info even though it's in the view XML modifier. don't know what you did exactly but if you load a skeleton and its animation into 3dsmax an hkx export s...
- Sun Jul 05, 2015 8:59 pm
- Forum: Graphic file formats
- Topic: Madden 12 PSP .msh file format - any help
- Replies: 17
- Views: 8424
Re: Madden 12 PSP .msh file format - any help
Is there any way to get the image to display correctly? Dunno - I'm not a console user so I don't care too much for those formats. I just wanted to give you a hint. Do you think editing the texture file (editing then adding it back to the .msh file) is a possibility? That's what the Console Texture...
- Sun Jul 05, 2015 6:55 pm
- Forum: Graphic file formats
- Topic: Madden 12 PSP .msh file format - any help
- Replies: 17
- Views: 8424
Re: Madden 12 PSP .msh file format - any help
did you notice "torso" starts amidst of the msh file?
- Sun Jul 05, 2015 5:56 pm
- Forum: Game Archive
- Topic: Closers Online - LUA file.
- Replies: 6
- Views: 3841
Re: Closers Online - LUA file.
Ekey wrote "Supported decrypting LUA"
you wrote " I do not have idea to decompile the .lua files"
So not sure what your problem is exactly?
you wrote " I do not have idea to decompile the .lua files"
So not sure what your problem is exactly?
- Sun Jul 05, 2015 6:42 am
- Forum: Game Archive
- Topic: Closers Online - LUA file.
- Replies: 6
- Views: 3841
Re: Closers Online - LUA file.
Do a forum search or google for
LuaDec or ChunkSpy.lua
unluac could help, too.
LuaDec or ChunkSpy.lua
unluac could help, too.
- Sat Jul 04, 2015 8:36 am
- Forum: 3D/2D models
- Topic: [HELP] Converting models from Bloody Roar 3
- Replies: 7
- Views: 2826
Re: [HELP] Converting models from Bloody Roar 3
yeah, but which pairs? 0000_TTM-a.JPG From the first 100 vertices there's two simple 15 points mesh parts which you could imagine how the faces would have to be build - then look for the belonging indices. But I don't have the time for such. edit: I've tried to give 0001 .TTM some structure: (patter...
- Fri Jul 03, 2015 10:18 pm
- Forum: Compressed files and methods
- Topic: Battle Engine Aquila (.aya)
- Replies: 4
- Views: 1555
Re: Battle Engine Aquila (.aya)
Did i do something wrong?) dunno. Talking about the "meshtex...aya"? Guess you'll need to know the meaning of its first four bytes: E7 C3 02 00 Thought it were the uncompressed size but seems it's not. (78 9C marks the start of zip-compressed data) I would suggest to compress the un chang...
- Fri Jul 03, 2015 8:22 pm
- Forum: 3D/2D models
- Topic: LittleBigPlanet 3 Background Scenery .smh
- Replies: 5
- Views: 1408
Re: LittleBigPlanet 3 Background Scenery .smh
looks like half floats at UVpos=20 wich need some up scaling:
(You'll need some fiddeling to get that displayed using hex2obj's UVs preview.)
HF-normals at offset 22 of the FVF block (did not check it in blender).
HF-normals at offset 22 of the FVF block (did not check it in blender).
- Fri Jul 03, 2015 2:08 pm
- Forum: 3D/2D models
- Topic: Maya, Noesis & MH Tri Player Animations.
- Replies: 28
- Views: 7230
Re: Maya, Noesis & MH Tri Player Animations.
got it: http://www11.pic-upload.de/thumb/03.07.15/snmub875fjl.jpg I've attached an MD5anim file where I've replaced the transitions by the ones from npc001.md5mesh Load the mesh into Noesis then drag the MD5anim onto it and answer 'No' to the message box popping up. co_0002-trans.zip edit: of course...
- Fri Jul 03, 2015 8:18 am
- Forum: 3D/2D models
- Topic: Witcher Wild Hunt (request)
- Replies: 22
- Views: 8286
Re: Witcher Wild Hunt (request)
try this one:
http://jlouisb.users.sourceforge.net/
It's from Jean-Louis (JLouisB) from the Witcher forum.
http://jlouisb.users.sourceforge.net/
It's from Jean-Louis (JLouisB) from the Witcher forum.
- Thu Jul 02, 2015 6:42 pm
- Forum: Compressed files and methods
- Topic: Battle Engine Aquila (.aya)
- Replies: 4
- Views: 1555
Re: Battle Engine Aquila (.aya)
use offzip:
Finds 4 valid zip blocks in 110_res_PC.aya)
Use forum search on how to use offzip.
Use forum search on how to use offzip.
