Search found 431 matches

by cra0
Sat Feb 22, 2014 5:21 am
Forum: Game Archive
Topic: TitanFall (.vpk) archives
Replies: 67
Views: 33226

Re: TitanFall (.vpk) archives

kalleoskar wrote:Beta over now,hows the progress :wink:
Public beta release
Image

Download
http://cra0kalo.com/public/Titanfall_VPKTool2.zip
by cra0
Tue Feb 18, 2014 11:20 am
Forum: Game Archive
Topic: TitanFall (.vpk) archives
Replies: 67
Views: 33226

Re: TitanFall (.vpk) archives

-EDIT-

Ok all fixed actually :mrgreen:

will update tool in a day or so sit tight!

Image
by cra0
Mon Feb 17, 2014 10:49 am
Forum: Game Archive
Topic: TitanFall (.vpk) archives
Replies: 67
Views: 33226

Re: TitanFall (.vpk) archives

I did some digging and found that the compression it uses is lzham Alpha 8 (you need to get it from svn). Set the dictionary size to 20. Some files aren't compressed (e.g. audio tracks). Hey I tried using lzham_decompress_memory http://puu.sh/6Zuyz.png with the uncompressed size/compressed size/dic...
by cra0
Sat Feb 15, 2014 11:02 am
Forum: Game Archive
Topic: TitanFall (.vpk) archives
Replies: 67
Views: 33226

TitanFall (.vpk) archives

http://www3.britxbox.co.uk/blog/wp-content/uploads/2014/01/titanfall-banner-slice-624x194.jpg TitanFall .VPK archives hold the game assets struct VPKDirHeader_t { int32 m_nHeaderMarker; int32 m_nVersion; int32 m_nDirectorySize; int32 m_nEmbeddedChunkSize; int32 m_nChunkHashesSize; int32 m_nSelfHash...
by cra0
Thu Feb 13, 2014 1:32 pm
Forum: 3D/2D models
Topic: S4L Model Exporting
Replies: 64
Views: 35104

Re: [Request] S4 League Model Exporting

most likely the cpu handles boneblends I don't see anything in the shader code
by cra0
Wed Feb 12, 2014 6:54 am
Forum: Website
Topic: SteamDevDays - How Modding should be!
Replies: 0
Views: 5321

SteamDevDays - How Modding should be!

by cra0
Sun Feb 09, 2014 9:45 am
Forum: 3D/2D models
Topic: [Request]Ratchet & Clank: Tools of Destruction
Replies: 19
Views: 8118

Re: [Request]Ratchet & Clank: Tools of Destruction

I'll get things started off. I decided to take a quick peek, I have managed to suss out the majority of the format however, there seems to be "missing info" for the mesh vert strides etc. I think another file must contain the info because I cannot see where it could be stored. Where i hav...
by cra0
Tue Feb 04, 2014 2:24 pm
Forum: 3D/2D models
Topic: [REL] Disney INFINITY Model Extractor
Replies: 73
Views: 36251

Re: [REL] Disney INFINITY Model Extractor

No, the part after normals are definitely tangents (or binormals). And if imported as vertices they create a sphere, as expected for normalized vector coords. http://thumbnails110.imagebam.com/30587/b3924c305863045.jpg http://thumbnails110.imagebam.com/30587/b2902f305863056.jpg I think bone indices...
by cra0
Tue Feb 04, 2014 8:08 am
Forum: 3D/2D models
Topic: [REL] Disney INFINITY Model Extractor
Replies: 73
Views: 36251

Re: [REL] Disney INFINITY Model Extractor

Nice work! It seems normals are easy, you probably figured them out already. After the first VB block described by you there are groups of 16bytes per vertex that contain normals and tangents as half floats (x y z w). Here's a short maxscript to demonstrate: -snip- And the result, in order: without...
by cra0
Mon Feb 03, 2014 1:20 pm
Forum: 3D/2D models
Topic: [REL] Disney INFINITY Model Extractor
Replies: 73
Views: 36251

[REL] Disney INFINITY Model Extractor

Meh bones are in .oct might reverse next week //Disney Infinity Research // Cra0kalo/Mariokart64n/Luxox_18 //PC Little Endian struct VBufHeader { // NOP } //ShaderDump VertexStructure struct GPU_ASM { vs_3_0 def c0, 4, 1, 0, 1000 def c1, 0.00100000005, 0, 0, 0 dcl_blendindices v0 dcl_blendweight v1 ...
by cra0
Thu Jan 23, 2014 12:19 pm
Forum: 3D/2D models
Topic: Binary Domain / Yakuza (gmd) Noesis Script
Replies: 83
Views: 51526

Re: Binary Domain / Yakuza (gmd) Noesis Script

Tosyk wrote:cra0, oh, great news :wink:

what about Yakuza? will implement it too?
Yep Yakuza 3-5 fully supported :D
Image
by cra0
Thu Jan 23, 2014 11:15 am
Forum: 3D/2D models
Topic: Binary Domain / Yakuza (gmd) Noesis Script
Replies: 83
Views: 51526

Re: Binary Domain / Yakuza (gmd) Noesis Script

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Release ETA mid Feb or even sooner
by cra0
Mon Jan 20, 2014 5:34 am
Forum: Graphic file formats
Topic: Ghostbusters Wii .tex files
Replies: 2
Views: 2033

Re: Ghostbusters Wii .tex files

Block is Zlibd Output chunk http://cra0kalo.com/upload/staging/store/push/00000000.dat // Ghostbusters Wii .tex // Little Endian // Tex ALg unknown struct TexHeader { uint32 HeaderMagic uint32 UnknownA uint32 UnknownB uint32 UnknownC uint32 UnknownD uint32 UnknownE uint32 UnknownD uint32 ImageWidth ...
by cra0
Thu Jan 16, 2014 7:48 am
Forum: Game Archive
Topic: Call of Duty - Ghost - PC - *.pak/*.ff
Replies: 28
Views: 20245

Re: Call of Duty - Ghost - PC - *.pak/*.ff

Final Release PAK extractor
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http://tom-crowley.co.uk/downloads/?id=25

bit late but here it is
by cra0
Sun Jan 12, 2014 6:17 am
Forum: Holy Cow!
Topic: Thinking about: DRM wrapper for releases
Replies: 23
Views: 8650

Re: Thinking about: DRM wrapper for releases

Neat idea but I don't see it working