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Search found 432 matches

by cra0
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...
by cra0
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

Researchman wrote:Could be possible a link to download?
yeah check pm comes with the video editor too :P

Image
by cra0
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.
Image
by cra0
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 =...
by cra0
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...
by cra0
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

chrrox wrote:It is using edge compression. it looks standard tho unlike uncharted.
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 around
by cra0
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
one.BMP
by cra0
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
by cra0
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
by cra0
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
by cra0
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
by cra0
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_...
by cra0
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...
by cra0
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...
by cra0
Wed Apr 09, 2014 8:02 am
Forum: Game Archive
Topic: TitanFall (.vpk) archives
Replies: 67
Views: 35079

Re: TitanFall (.vpk) archives

Pepper 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.
Will take a look at those can you suggest some file names