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- Thu Apr 18, 2013 12:08 am
- Forum: Game Archive
- Topic: Kingdoms of Amalur: Reckoning unpacker BigFile_0001.big
- Replies: 97
- Views: 43427
Re: Kingdoms of Amalur: Reckoning unpacker BigFile_0001.big
Could I have a decrypted file in xml ? There's nothing to "decrypt". What you mean is a converted file I think. This is a text file: loottable.zip Any excel related app should be able to import it into a table. xml? Well, there are different possibilities to create some xml structure. For...
- Sun Apr 14, 2013 2:18 pm
- Forum: Game Archive
- Topic: Kingdoms of Amalur: Reckoning unpacker BigFile_0001.big
- Replies: 97
- Views: 43427
Re: Kingdoms of Amalur: Reckoning unpacker BigFile_0001.big
Hello I have a problem opening the file w Kingdoms of Amalur And what is your problem with? Have a look using a hexeditor - it's very simple. Starting from file offset 0x001A you'll find this format: DWORD counter DWORD strlen char str[strlen] BYTE id Offset 0 1 2 3 4 5 6 7 8 9 A B C D E F 00010 06...
- Sat Apr 13, 2013 1:31 am
- Forum: 3D/2D models
- Topic: [Request] Need help to understand this .ba animation file...
- Replies: 6
- Views: 2545
Re: [Request] Need help to understand this .ba animation fil
I just need a simple tool to edit the last chaos .ba file to be able to remove, copy, rename, and add the animations inside the .ba file... thanks ^^ TinyGuy is the one who should have the knowledge about this. You could try to contact him. His Last Chaos modelviewer shows animations. The version v...
- Tue Apr 09, 2013 10:19 am
- Forum: 3D/2D models
- Topic: [Request] Need help to understand this .ba animation file...
- Replies: 6
- Views: 2545
Re: [Request] Need help to understand this .ba animation fil
anyone? the importer from Kingdom under fire are able to list .bm files but unable to open just says console error if someone can look into that, thanks! What importer do you speak of? Is it a python file (*.py)? Mesh format of hw_bd_000.bm seems to be fairly simple: verts 3 floats, normals 3 float...
- Thu Apr 04, 2013 6:50 pm
- Forum: 3D/2D models
- Topic: (Request) Blender script for Witcher 1 .mdb
- Replies: 10
- Views: 4566
Re: (Request) Blender script for Witcher 1 .mdb
Thanks! (Exactly the model I'm looking for doesn't work, Shani, works for you?) Edit: On more checks, I can't seem to load anything :? Getting " struct.error: unpack requires a string argument of lenght 4 " Got the same prob. I checked parser() fct. for what is going wrong. But it was eas...
- Wed Mar 20, 2013 6:34 pm
- Forum: Game Archive
- Topic: Walking Dead SI .cib
- Replies: 7
- Views: 2094
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: 2094
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: 2094
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: 7947
- Wed Mar 06, 2013 11:20 am
- Forum: Code Talk
- Topic: Real time memory dumper.
- Replies: 5
- Views: 3080
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: 2602
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: 5859
- Fri Feb 22, 2013 9:06 am
- Forum: Graphic file formats
- Topic: How do I read a "skewed" image?
- Replies: 22
- Views: 5859
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: 5859
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: 5859
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) ...
