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by cra0
Thu Jan 07, 2016 3:59 am
Forum: Game Archive
Topic: Counter-Strike Online 2 (*.PKG)
Replies: 96
Views: 21275

Re: Counter-Strike Online 2 (*.PKG)

Lynx98 wrote:Any extractor with the China key ?
还不如据我所知 :/
by cra0
Thu Dec 10, 2015 8:52 am
Forum: 3D/2D models
Topic: Model formats are getting easier?
Replies: 3
Views: 613

Re: Model formats are getting easier?

RAM grows devs get lazy as they have a lot of room to work with for example back before on older games they had to pack to save bytes for example the UVs or even verticies are packed into uint16's now they don't really need to worry about that and can store it as pure 4byte floats. This is just one ...
by cra0
Thu Nov 26, 2015 3:53 am
Forum: Compressed files and methods
Topic: COD Black Ops 2 .ff file
Replies: 2
Views: 1212

Re: COD Black Ops 2 .ff file

Heres the gold for you enum XAssetType { ASSET_TYPE_XMODELPIECES = 0x0, ASSET_TYPE_PHYSPRESET = 0x1, ASSET_TYPE_PHYSCONSTRAINTS = 0x2, ASSET_TYPE_DESTRUCTIBLEDEF = 0x3, ASSET_TYPE_XANIMPARTS = 0x4, ASSET_TYPE_XMODEL = 0x5, ASSET_TYPE_MATERIAL = 0x6, ASSET_TYPE_TECHNIQUE_SET = 0x7, ASSET_TYPE_IMAGE =...
by cra0
Thu Nov 26, 2015 3:36 am
Forum: Audio file formats
Topic: NFS sound banks extractor (GIN, ABK)
Replies: 9
Views: 3298

Re: NFS sound banks extractor (GIN, ABK)

Make a new thread and link it here.

My research from a while ago
https://gist.github.com/cra0kalo/c92c589b9d6e2ee9e9f8
by cra0
Sun Nov 22, 2015 4:13 am
Forum: Audio file formats
Topic: NFS sound banks extractor (GIN, ABK)
Replies: 9
Views: 3298

Re: NFS sound banks extractor (GIN, ABK)

Nice work have you ever looked at their package format before the one that is made up of mini chunks? I'm starting to look at the Hot Pursuit 2 version last week. (Even though I lack the skills to recognize 3d data stored in binary) Ironically. (or maybe not) the PS2 version uses the same .bin arch...
by cra0
Thu Oct 29, 2015 4:24 pm
Forum: Audio file formats
Topic: NFS sound banks extractor (GIN, ABK)
Replies: 9
Views: 3298

Re: NFS sound banks extractor (GIN, ABK)

Data package which holds like Chunk_geo Chunk_tpk etc
by cra0
Thu Oct 29, 2015 3:47 pm
Forum: 3D/2D models
Topic: Binary Domain / Yakuza (gmd) Noesis Script
Replies: 83
Views: 27809

Re: Binary Domain / Yakuza (gmd) Noesis Script

Holy crap I totally forgot about this project jeez.
by cra0
Thu Oct 29, 2015 3:43 pm
Forum: Audio file formats
Topic: NFS sound banks extractor (GIN, ABK)
Replies: 9
Views: 3298

Re: NFS sound banks extractor (GIN, ABK)

Nice work have you ever looked at their package format before the one that is made up of mini chunks?
by cra0
Sat Sep 26, 2015 2:46 pm
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1628
Views: 302783

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Texture links have been figured out. I will make a tool to use @Sergeanur's outputted texture0 to 4 inis to generate a masterlist which the FMDL tool will use to retrieve textures for the given input model. :wink: :wink: :wink: :wink: :wink: http://puu.sh/koxfd.png Am I right to assume that this wi...
by cra0
Sat Sep 26, 2015 8:25 am
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1628
Views: 302783

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Texture links have been figured out. I will make a tool to use @Sergeanur's outputted texture0 to 4 inis to generate a masterlist which the FMDL tool will use to retrieve textures for the given input model. :wink: :wink: :wink: :wink: :wink:
Image
by cra0
Fri Sep 25, 2015 4:13 am
Forum: Code Talk
Topic: [C#] Monitor ECX at given opcode every time it's called
Replies: 1
Views: 815

Re: [C#] Monitor ECX at given opcode every time it's called

Hello! How do I monitor ECX register at given ASM opcode? Say, I have a: FF8.exe+69DD8 - push ecx Using any ready debugger I can do a breakpoint at given opcode and watch registers. But I need to make an automation software to: Catch every time 'push ecx' is called and add it to table with the time...
by cra0
Fri Sep 25, 2015 4:09 am
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1628
Views: 302783

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Does anyone know if there is a plugin on Maya for opening and editing .fpk files. Or if there is any way to do it? Go back and resd through the thread please. I'm working on a tool which will allow the import and export of model files. For your information fpk is an archive package. Please read bef...
by cra0
Fri Sep 25, 2015 12:28 am
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1628
Views: 302783

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

I still get no result. Sorry for the bother, I'm not a huge coder though I feel as though I should know what I'm doing. ? what do you mean it doesn't work. The tool expects 2 args like in the example i gave input and out so yeah that looks right FPKMerge.exe C:\Steam\steamapps\common\MGS_TPP\master...
by cra0
Mon Sep 21, 2015 1:50 pm
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1628
Views: 302783

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

FoxEngine Model Studio Update ok for model export/import compatibility I have all the bone names down. Even though the FMDL doesn't actually store a string table with them anymore a friend has resolved them for me http://puu.sh/kj0RC.png For model import/editing I'm thinking (for now) since we don'...