Search found 4134 matches

by shakotay2
Sun Mar 15, 2015 9:52 am
Forum: Game Archive
Topic: Marvel Ultimate Alliance 2 (*.igz)
Replies: 16
Views: 7768

Re: Marvel Ultimate Alliance 2 (*.igz)

maybe - but keep in mind that an unknown compression or encryption method might be used.

Only method to reveal this for sure is to debug the game.

(For pc games ollydbg is a good debugger but seems this game was published for consoles only.)
by shakotay2
Sun Mar 15, 2015 9:44 am
Forum: 3D/2D models
Topic: LittleBigPlanet 3 .mol?
Replies: 18
Views: 6989

Re: LittleBigPlanet 3 .mol?

sack_boy.JPG
by shakotay2
Sat Mar 14, 2015 9:35 pm
Forum: 3D/2D models
Topic: LittleBigPlanet 3 .mol?
Replies: 18
Views: 6989

Re: LittleBigPlanet 3 .mol?

Finding the uv's starting address for char_birds_v2 is a very simple calculation: 0x11403A - 2568x24 (dec.) = 0x104F7A (combined with a courageous step 3 bytes back -> 0x 104F77 :D ) (because there are 3 unknown bytes before 0x11403A) bird_v2_uvs.JPG What I'm a little bit worried about is the holes ...
by shakotay2
Sat Mar 14, 2015 8:24 pm
Forum: Game Archive
Topic: Marvel Ultimate Alliance 2 (*.igz)
Replies: 16
Views: 7768

Re: Marvel Ultimate Alliance 2 (*.igz)

create a bat or cmd file with this line contained:
call comtype_scan2 D:\test\comtype_scan2.bms D:\test\test.bin D:\test [10000000]

where D:\test is the folder which contains quickbms.exe, comtype_scan.bat, comtype_scan2.bms
and test.bin, the file to be decompressed
by shakotay2
Sat Mar 14, 2015 8:17 pm
Forum: 3D/2D models
Topic: Home Alone .3DF
Replies: 3
Views: 1512

Re: Home Alone .3DF

Carl_3DF.JPG
by shakotay2
Sat Mar 14, 2015 1:36 pm
Forum: Game Archive
Topic: Marvel Ultimate Alliance 2 (*.igz)
Replies: 16
Views: 7768

Re: Marvel Ultimate Alliance 2 (*.igz)

Since TextureFinder doesn't reveal anything you could try to use a "comtype_scan" (Quickbms). It will check the inputfile with 500 different decompression algos, iirc. Then you'll need to check the outputted files (<= 500), a tedious task. (But you can ignore all output files with a lower ...
by shakotay2
Sat Mar 14, 2015 12:23 pm
Forum: 3D/2D models
Topic: Sento Yousei Yukikaze PC ,BSO model format
Replies: 12
Views: 3988

Re: Sento Yousei Yukikaze PC ,BSO model format

nice script! :) But seems you missed to post lines like these in your last addition: displacement_value *= ORO_scale if (magic_type>=0) then ORO_tfm += transMatrix displacement_value I tried D0.BSO without using ORO_tfm and can confirm your script to work with the pilots. But seems there's still a w...
by shakotay2
Fri Mar 13, 2015 2:11 pm
Forum: Game Archive
Topic: Street Supremacy - BUILD.DAT and BUILD.TOC
Replies: 4
Views: 1771

Re: Street Supremacy - BUILD.DAT and BUILD.TOC

Rip 1 and Rip 2 is just few meters away from each other though. thany you for the pictures! Sure the rips are showing the same segment of the road? For me it doesn't seem so. Anyway, my thought was to scale and rotate a ripped map. Scaling factor to be obtained from measuring the same object on two...
by shakotay2
Wed Mar 11, 2015 9:37 pm
Forum: Game Archive
Topic: Street Supremacy - BUILD.DAT and BUILD.TOC
Replies: 4
Views: 1771

Re: Street Supremacy - BUILD.DAT and BUILD.TOC

you' ll need to know the method of encryption for Genki games. (I tried the first 147 algos from quickbms using a comtype_scan at no avail.) For 3DRipperDX, all was ripped fine, but the models are rotated according to camera position, and that made things even harder. Could you show a picture, pleas...
by shakotay2
Wed Mar 11, 2015 9:15 pm
Forum: Graphic file formats
Topic: Star Conflict TFH/TFD texture
Replies: 1
Views: 1843

Re: Star Conflict TFH/TFD texture

just a quick check:
StarConflict-tex.JPG
You might try TextureFinder to get bmps from the files.
by shakotay2
Wed Mar 11, 2015 12:15 pm
Forum: 3D/2D models
Topic: Sento Yousei Yukikaze PC ,BSO model format
Replies: 12
Views: 3988

Re: Sento Yousei Yukikaze PC ,BSO model format

header pattern?
For example K1.BSO, from address 0x130 you'll find the vertex counts, face indices counts (DWords) with an offset
of 48 bytes to the next submeshes entry.

using hex2obj (view link in my sig):
A1_BSO_.JPG
by shakotay2
Wed Mar 11, 2015 10:50 am
Forum: 3D/2D models
Topic: LittleBigPlanet 3 .mol?
Replies: 18
Views: 6989

Re: LittleBigPlanet 3 .mol?

marlom_mol_1_.JPG
by shakotay2
Wed Mar 11, 2015 9:47 am
Forum: 3D/2D models
Topic: LittleBigPlanet 3 .mol?
Replies: 18
Views: 6989

Re: LittleBigPlanet 3 .mol?

where would be the fun with hex2obj if it weren't the guessing for the starting addresses? :D
Same goes for the uvs:
marlom_mol_1__.JPG
btw: your face indices count is too small
by shakotay2
Sun Mar 08, 2015 12:01 pm
Forum: 3D/2D models
Topic: Dynasty Warriors 7 / Warriors Legends of Troy
Replies: 95
Views: 62311

Re: Dynasty Warriors 7 / Warriors Legends of Troy

I would sincerely appreciate any pointers. :cry: well, 6 weeks of struggeling without result? :cry: I don't have that linkage.bin but from what I know it's about 7 GB of size? Did you ever successfully use offzip on smaller files? If 'no' there are dozens of examples in this forum: http://forum.xen...
by shakotay2
Thu Mar 05, 2015 10:50 pm
Forum: 3D/2D models
Topic: Tales of Graces f (PS3) Model help?
Replies: 6
Views: 3112

Re: Tales of Graces f (PS3) Model help?

yeah, I know. :)
If I have more time I'll try to finish this but maybe someone else will try since the format is not too hard.
I've the point cloud but the tristripped face indices require a little fiddeling concerning the start of the next submesh.