Search found 3461 matches
- Wed Mar 20, 2013 6:34 pm
- Forum: Game Archive
- Topic: Walking Dead SI .cib
- Replies: 7
- Views: 1511
Re: Walking Dead SI .cib
If you want to change weapon damage you could try to edit axe_2h.cib for example: Offset 0 1 2 3 4 5 6 7 8 9 A B C D E F 00000230 00 04 00 00 00 6E 6F 72 6D 61 6C 44 61 6D 61 67 .....normalDamag 00000240 65 00 32 35 00 00 04 00 00 00 70 6F 77 65 72 44 e.25......powerD 00000250 61 6D 61 67 65 00 36 3...
- Wed Mar 20, 2013 4:44 pm
- Forum: Game Archive
- Topic: Walking Dead SI .cib
- Replies: 7
- Views: 1511
Re: Walking Dead SI .cib
to make a quickbms script to be able to extract/repack the files with ^_^ As far as I can see there's nothing to extract in cib files. i know iv looked in to hxd to file out whats in it There are ASCII strings in the cib files, and some hex patterns like FF FF FF FF FF FF FF FF 00 00 00 00 00 00 00...
- Wed Mar 20, 2013 2:17 pm
- Forum: Game Archive
- Topic: Walking Dead SI .cib
- Replies: 7
- Views: 1511
Re: Walking Dead SI .cib
if someone can please open theses files i would be very thankful Could you be more precise? This is the ASCII contents of axe_2h.cib: physics\weapon\fireman_axe.phys2 skeletal\weapons\fireman_axe.dfm weapon\melee\axe_2h.cit ro.cit weapons\fireman_axe.dfm standard none a worldModel weapon\fireman_ax...
- Wed Mar 20, 2013 12:46 pm
- Forum: 3D/2D models
- Topic: Gothic 4 .bakedgeom
- Replies: 27
- Views: 6076
- Wed Mar 06, 2013 11:20 am
- Forum: Code Talk
- Topic: Real time memory dumper.
- Replies: 5
- Views: 2590
Re: Real time memory dumper.
Im new ollydbg. So do i open the exe with the program and then run the game? Depends on the game. For games which run code for copy protection at startup this may not work. But you can start your game as usual then start olly, File, Attach (to your game process). After this continue as Ekey wrote.
- Sat Feb 23, 2013 10:16 pm
- Forum: Code Talk
- Topic: Decompressing very large files with unknown output size
- Replies: 3
- Views: 2202
Re: Decompressing very large files with unknown output size
(just a transitory remembrance, didn't use it for a long time:)finale00 wrote:What are some techniques I can use?
maybe "memory mapping" the file could help?
(In WinAPI the function's called CreateFileMapping())
- Fri Feb 22, 2013 8:07 pm
- Forum: Graphic file formats
- Topic: How do I read a "skewed" image?
- Replies: 22
- Views: 3875
- Fri Feb 22, 2013 9:06 am
- Forum: Graphic file formats
- Topic: How do I read a "skewed" image?
- Replies: 22
- Views: 3875
Re: How do I read a "skewed" image?
The sample is the original. I am unable to find a way to accurately determine the skew value. Displaying the image as RGB 888 there is no skew: http://www7.pic-upload.de/thumb/22.02.13/rk57q5ssvne.jpg edit: same with pic387 (ok, that doesn't help if you need the alpha channel). Displaying them as R...
- Fri Feb 22, 2013 12:39 am
- Forum: Graphic file formats
- Topic: How do I read a "skewed" image?
- Replies: 22
- Views: 3875
Re: How do I read a "skewed" image?
Of course my interpretation of this data may be completely off, but I can't come up with anything sensible based on my existing knowledge. Here's a sample Is an original or your interpretation of data? I'm seeing this: http://www7.pic-upload.de/thumb/22.02.13/wtjufwmafdr.jpg edit: with a width of 5...
- Thu Feb 21, 2013 4:16 pm
- Forum: Graphic file formats
- Topic: How do I read a "skewed" image?
- Replies: 22
- Views: 3875
Re: How do I "skew" an image?
but I don't understand how it works on a byte level. Hah, who will?;-) You could draw a 32x32 pixels bmp setting 3 pels at 17,15, 16,16 and 15,17. Then unskew this bmp with TextureFinder (skew: +3) and save it as unskewed.bmp for example. Load both bmps into a hex editor to compare them (visually) ...
- Fri Feb 15, 2013 6:18 am
- Forum: Tutorials
- Topic: Tools for manipulating images at pixel-level and block-level
- Replies: 14
- Views: 4505
Re: Tools for manipulating images at pixel-level and block-l
@finale00: thx for the image No, swizzled textures are not obfuscated, just in the direction that is faster read from the cache, for the GPU that uses them. http://fgiesen.wordpress.com/2011/01/17/texture-tiling-and-swizzling/ Actually, from the looks of the image, it looks swizzled to me. Looks lik...
- Thu Feb 14, 2013 5:33 pm
- Forum: Tutorials
- Topic: Tools for manipulating images at pixel-level and block-level
- Replies: 14
- Views: 4505
Re: Tools for manipulating images at pixel-level and block-l
Ok, I think I got the point now (when you spoke of "shifting and rotating" I thought you had some imagnation of an algo).finale00 wrote:The purpose of the tool is to allow users to fiddle around with pixels to see if they can come up with such an algorithm.
Could you upload or PM an example image?
- Thu Feb 14, 2013 11:45 am
- Forum: Tutorials
- Topic: Tools for manipulating images at pixel-level and block-level
- Replies: 14
- Views: 4505
Re: Tools for manipulating images at pixel-level and block-l
Are there any GUI tools where I can load up the image and then manually start moving rows/columns/blocks of pixels around to try and figure out an algorithm? Wouldn't it be the easiest way to get some image loading library and code this for yourself? With "C" there's GetPixel() and SetPixel(). You ...
- Mon Feb 11, 2013 2:07 pm
- Forum: 3D/2D models
- Topic: [REQUEST]Eligium .NIF format
- Replies: 3
- Views: 1142
Re: [REQUEST]Eligium .NIF format
So guys if someone help me (convert the *.nif format to use in 3DS Max) It's Nif version 20.5.0.0. Don't know why NifSkope 1.1.3 doesn't display the model, so here is the skeleton.nif converted to a Wavefront-obj: http://www.uploadmb.com/dw.php?id=1360587680 http://www10.pic-upload.de/thumb/11.02.1...
- Sat Dec 01, 2012 6:26 pm
- Forum: Graphic file formats
- Topic: Reposition Noesis Mesh
- Replies: 11
- Views: 2186
Re: Reposition Noesis Mesh
Or maybe I don't have any positioning values. Any ideas? Do you find a similar structure in your files like this one? -0.443235 0.000000 -0.896406 0.000000 0.000000 1.000000 0.000000 0.000000 0.896406 0.000000 -0.443235 0.000000 5890.063477 1600.000000 -93515.218750 1.000000 It's the rotation matri...
