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by cra0
Wed Oct 31, 2012 4:09 am
Forum: Game Archive
Topic: Resident Evil 6
Replies: 99
Views: 31759

Re: Resident Evil 6

artworkplay wrote:Just out of curiosity, are the tools available somewhere and if yes do they support bones?
No there is no tools yet to open the models files, we are waiting for the pc release
by cra0
Tue Oct 30, 2012 10:36 am
Forum: Game Archive
Topic: Resident Evil 6
Replies: 99
Views: 31759

Re: Resident Evil 6

assuming sherry and jake's change room scene is not pre-rendered, does this mean sherry's nude model is actually in game? how complete is it? ah I just realized her special costume wasn't the patient garb. :sadface It is actually in game :) Here http://cra0kalo.com/public/uPl05SherryMonitor.7z uPl0...
by cra0
Sun Oct 28, 2012 5:57 am
Forum: Graphic file formats
Topic: How to open the "*.tex" file
Replies: 2
Views: 1025

Re: How to open the "*.tex" file

Image

Use ARCTool
by cra0
Thu Oct 25, 2012 3:43 am
Forum: Compressed files and methods
Topic: The Dark Knight Rises .gla
Replies: 40
Views: 16670

Re: The Dark Knight Rises .gla

I'm done tidying up my code, so it's time for a release. Attached you will find the extractor build, extractor source, and encryption algorithm source. This program is written in C#, with the encryption implemented in C++ because it's easier to deal with arbitrary amounts of bytes and shifting and ...
by cra0
Wed Oct 24, 2012 3:17 am
Forum: 3D/2D models
Topic: Binary Domain / Yakuza (gmd) Noesis Script
Replies: 83
Views: 31633

Re: Binary Domain / Yakuza (gmd) Noesis Script

Tosyk wrote:chrrox, is there any way to load objects with proper uv? it's working for characters but not for the objects
Yeah come on chrrox release a stable working plugin, I tried exporting objects too they just crash the program
by cra0
Wed Oct 24, 2012 3:16 am
Forum: Compressed files and methods
Topic: The Dark Knight Rises .gla
Replies: 40
Views: 16670

Re: The Dark Knight Rises .gla

I have a GLA extractor on hand with decryption implemented. I just disassembled the NOVA3 code, and it contains better code flow than what I derived from NOVA2, so I'll be tidying up the code a bit. Note: for DDS files you need The Decompressonator to convert to a standard DDS. Oh great when will y...
by cra0
Sat Oct 13, 2012 8:26 am
Forum: Game Archive
Topic: Resident Evil 6
Replies: 99
Views: 31759

Re: Resident Evil 6

michalss wrote:Hi all,

anyone know where is videos located please ? I'm looking for that video on very beginning of the game with Authors(Credits). Anyone pls ?

Thx
They are not videos, the credits can be found under root/arc/credits.arc
by cra0
Thu Oct 11, 2012 5:29 am
Forum: Audio file formats
Topic: XMA transform
Replies: 166
Views: 44536

Re: XMA transform

Please also send me the file, I want to check if my scripts works properly. I highly doubt they actually are the same, it's a surround file. Unless you don't look at it with an audio editor, you can't say that. Surround is normall Fl-Fr-C-LFE-Rl-Rr, so the "only left channel" you're talking about i...
by cra0
Wed Oct 10, 2012 12:29 pm
Forum: Game Archive
Topic: Resident Evil 6
Replies: 99
Views: 31759

Re: Resident Evil 6

TRDaz wrote:^ That isnt real time, well, it doesnt look like it.
Image

You are right however just 2 scenes are pre-rendered
by cra0
Wed Oct 10, 2012 12:20 pm
Forum: Audio file formats
Topic: XMA transform
Replies: 166
Views: 44536

Re: XMA transform

lets say I have bgm4000.xma using your script it converts it into 3 .xma files then i drag these onto towav and it gives me 3 wav files which go for like 5 secs what am I doing wrong Have you used testmode in the first run to get the blocksize and xma version? If not, the thing you are doing wrong ...
by cra0
Tue Oct 09, 2012 12:44 pm
Forum: Audio file formats
Topic: XMA transform
Replies: 166
Views: 44536

Re: XMA transform

lets say I have
bgm4000.xma

using your script it converts it into 3 .xma files

then i drag these onto towav and it gives me 3 wav files which go for like 5 secs what am I doing wrong
by cra0
Tue Oct 09, 2012 12:35 pm
Forum: Audio file formats
Topic: Resident Evil 6 .XMA
Replies: 7
Views: 1916

Re: Resident Evil 6 .XMA

download the xma script

split the .xma into the 3 files then drag them onto towav and it will give you 3 wav files

all i know is this, not sure how to put it together
by cra0
Mon Oct 08, 2012 7:10 am
Forum: Game Archive
Topic: Resident Evil 6
Replies: 99
Views: 31759

Re: Resident Evil 6

Rigged and made Sherry for use in source engine games (garry's mod) half-life 2 etc
https://dl.dropbox.com/u/10798900/Produ ... packed.zip

Includes material shaders too
Image
by cra0
Sun Oct 07, 2012 7:57 am
Forum: Game Archive
Topic: Resident Evil 6
Replies: 99
Views: 31759

Re: Resident Evil 6

That is true, I was kind of joking however do you think it would be possible to rip assets from this scene

http://www.youtube.com/watch?feature=pl ... B0#t=1731s

End at "29:28"

Is this real time?
by cra0
Fri Oct 05, 2012 1:49 pm
Forum: Game Archive
Topic: [REQ][PC]Sleeping Dogs .big files
Replies: 208
Views: 78085

Re: [REQ][PC]Sleeping Dogs .big files

any news?