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Search found 432 matches
- Tue May 20, 2014 3:46 am
- Forum: Game specific tools
- Topic: [REL] Natural Selection 2 MeshTool
- Replies: 3
- Views: 4174
[REL] Natural Selection 2 MeshTool
Not sure what the devs were thinking when they engineered the model format for this game. Their vertex buffer structure is 92 bytes long which could of easily been around 40 if they actually utilized common compression techniques like compressing the UVs into halffloats or store bone indicies as byt...
- Sun May 11, 2014 6:30 am
- Forum: Video file formats
- Topic: PS3 .pam video files
- Replies: 47
- Views: 58900
Re: PS3 .pam video files
yeah check pm comes with the video editor tooResearchman wrote:Could be possible a link to download?

- Sat May 10, 2014 12:14 pm
- Forum: Video file formats
- Topic: PS3 .pam video files
- Replies: 47
- Views: 58900
Re: PS3 .pam video files
The pam video player works wonderfully no need to extract or edit anything.


- Thu May 08, 2014 4:31 am
- Forum: 3D/2D models
- Topic: Wild Arms 3 BTLODT.BIN
- Replies: 6
- Views: 5496
Re: Wild Arms 3 BTLODT.BIN
Alright I'll take a closer look ah yeah I see what you mean AARGS = /p /ows+ /oc+ /m /ol? # /l <-> /p MARGS = -x- EFFIDX = $01D00000 # ADR address EFFADR = $01D00100 # BIN address .PATH.bin = bin .PATH.bi2 = bin .PATH.s0 = dat .PATH.o0 = tmp .PATH.bmp = bmp;..\monster\bmp .PATH.tim = bmp .PATH.tx4 =...
- Thu May 08, 2014 12:14 am
- Forum: 3D/2D models
- Topic: Wild Arms 3 BTLODT.BIN
- Replies: 6
- Views: 5496
Re: Wild Arms 3 BTLODT.BIN
That file is mostly all texture data raw RGBA in fact all of it is I think one.BMP Textures of a summon is what that is, it seems. What's strange is that the guy over at PS23DFormat found a way to extract some collection of what seems to be terrain. I am aware that texture files can be stored in .t...
- Wed May 07, 2014 10:06 pm
- Forum: Game specific tools
- Topic: Beyond: Two Souls - Reversing | Porting (THAT'S ALL FOLKS?)
- Replies: 256
- Views: 192795
Re: [PS3] Beyond: Two Souls -Extractor- + Beginnings of pars
Theres a magic meshdata which is followed by a vertex structure of some sort then another magic primeedge which looks like tristrips. Still trying to figure it out though since there is random face indices scattered aroundchrrox wrote:It is using edge compression. it looks standard tho unlike uncharted.
- Wed May 07, 2014 8:28 am
- Forum: 3D/2D models
- Topic: Wild Arms 3 BTLODT.BIN
- Replies: 6
- Views: 5496
Re: Wild Arms 3 BTLODT.BIN
That file is mostly all texture data raw RGBA in fact all of it is I think
- Fri May 02, 2014 1:53 am
- Forum: Graphic file formats
- Topic: Granny 3D .OMT
- Replies: 3
- Views: 3349
Re: Granny 3D .OMT
The granny sdk has been leaked a long time ago now I won't tell you where to find it but if you some how do use the model viewer and it should load
- Tue Apr 29, 2014 4:38 pm
- Forum: Tutorials
- Topic: Create BMS Script To Extract .DDS Files
- Replies: 3
- Views: 3187
Re: Create BMS Script To Extract .DDS Files
post file samples please you should do this first if you want people to help
- Wed Apr 23, 2014 7:01 am
- Forum: Game Archive
- Topic: Neverwinter Online .mset files
- Replies: 4
- Views: 2514
Re: Neverwinter Online .mset files
Zlib blocks with best compression
first one starts at 0x1C0 for Icespire_Dwarf_Statue_Head.mset
after that I can't make sense of the extracted data though
first one starts at 0x1C0 for Icespire_Dwarf_Statue_Head.mset
after that I can't make sense of the extracted data though
- Mon Apr 21, 2014 1:42 am
- Forum: Game Archive
- Topic: Naruto Ultimate Ninja Storm 3 GIDX in Hex
- Replies: 8
- Views: 5992
Re: Naruto Ultimate Ninja Storm 3 GIDX in Hex
Im making tools for timecrisis has the same deal its just a fancy container. Ill see if I can dig up the dev tools used in the Namco SDK for you
as for your texture here
https://dl.dropboxusercontent.com/u/107 ... /ExaEx.dds
as for your texture here
https://dl.dropboxusercontent.com/u/107 ... /ExaEx.dds
- Sat Apr 19, 2014 7:35 am
- Forum: Game Archive
- Topic: TitanFall (.vpk) archives
- Replies: 67
- Views: 35079
Re: TitanFall (.vpk) archives
Latest update is great, just 6channel files play way too fast khz compared to ingame. the crb101 (standard carbine) sounds like a minigun at 88.2khz i think it sounds right at 48/44. Will take a look at those can you suggest some file names "...\sound\weapons\cbr101\wpn_cbr101_1p_wpnfire_loop_...
- Fri Apr 18, 2014 3:13 pm
- Forum: Game specific tools
- Topic: Beyond: Two Souls - Reversing | Porting (THAT'S ALL FOLKS?)
- Replies: 256
- Views: 192795
Re: [PS3] Beyond: Two Souls -Extractor- + Beginnings of pars
PSST, don't tell anyone: I got the source code for EdgeZlib hehehe XD nice! hope that comes in handy Furthermore, here are the different types of Dynamic Communicator blocks I could find, most of them with a description of some sort. Ah nice yeah those look about right case "MESHDATA": ca...
- Sat Apr 12, 2014 6:02 pm
- Forum: Game specific tools
- Topic: Beyond: Two Souls - Reversing | Porting (THAT'S ALL FOLKS?)
- Replies: 256
- Views: 192795
Re: [PS3] Beyond: Two Souls -Extractor- + Beginnings of pars
I bow down to you sir good fucken work, I gave up when all those seg blocks were chopped up textures and such. If we can get a decent unpacker for each game asset would be easier to reverse. -EDIT- Ok so I tested it on the main BIGFILE http://puu.sh/89lKj.png I get this not sure why. Also BigFile_PS...
- Wed Apr 09, 2014 8:02 am
- Forum: Game Archive
- Topic: TitanFall (.vpk) archives
- Replies: 67
- Views: 35079
Re: TitanFall (.vpk) archives
Will take a look at those can you suggest some file namesPepper wrote:Latest update is great, just 6channel files play way too fast khz compared to ingame. the crb101 (standard carbine) sounds like a minigun at 88.2khz i think it sounds right at 48/44.
