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by JayK
Wed Dec 24, 2014 9:07 pm
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 580099

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

Put it in a text file, save it with the extension .bat, put it in a folder that contains all the ftex and ftexs files, put FtexUnpacker.exe in that folder as well, then run the bat. Just tried it, you'll get a few zpipe errors, press enter to skip those I'll look into them some other time, doesn't s...
by JayK
Wed Dec 24, 2014 8:26 pm
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 580099

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

Ok cool, I always assume I've done something wrong if it doesn't work for someone :p hm I didn't think of taking multiple files, but I guess you can just make a batch file like the following for now;

Code: Select all

@echo off
for %%a in (*.ftex) do (
FtexUnpacker.exe "%%a"
)
by JayK
Wed Dec 24, 2014 8:12 pm
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 580099

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

can you pm me the dds file please, I'll have a look, thanks.
by JayK
Wed Dec 24, 2014 6:01 pm
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 580099

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

Yeah you're right, it's the Alpha map, mixed with an AO Map and the Spec Map on the r, g and b layers. Nice trick.
by JayK
Wed Dec 24, 2014 5:09 pm
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 580099

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

I thought I'd do my bit and made an ftex extractor, let me know if there are any problems with it. The colour seems off on some textures so I'm not sure if they're lightly encrypted or it's just a map I don't know about. The tool will create DDS files, just drag an 'ftex' on the executable, also mak...
by JayK
Tue Dec 23, 2014 4:39 pm
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 580099

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

I don't know the name of the algorythm (and it probably doesn't have one) but here's the code I have reversed from MGS 3 a long time ago. Same code was used for MGS 2 and MGS 4 as well. int CHashMGS::GetIDFromString(char *str) { int hash = 0; for (; *str; str++) { int v1 = hash >> 19; int v0 = hash...
by JayK
Sun Dec 21, 2014 2:02 pm
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 580099

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

That's just a WMV file they'll do the same stupid shit they always do. rip models and textures, rip sounds, translate to another language. what "modding" comes down to these days Well I've modded new maps in metal gear online and such, there's a lot that can be done with metal gear games, ...
by JayK
Wed Oct 15, 2014 12:39 am
Forum: Game specific tools
Topic: Beyond: Two Souls - Reversing | Porting (THAT'S ALL FOLKS?)
Replies: 255
Views: 183912

Re: Beyond: Two Souls - Reversing | Porting (IT'S WORKING!)

Lot of progress since I last checked in, keep up the good work Hugo
by JayK
Mon Aug 11, 2014 9:42 pm
Forum: Holy Cow!
Topic: XeNTaX 25th Anniversary!
Replies: 79
Views: 59178

Re: XeNTaX 25th Anniversary!

Congrats on seeing it through for so long Mr Mouse, here's to 25 more years :p
by JayK
Thu Jul 24, 2014 8:51 pm
Forum: Game specific tools
Topic: Beyond: Two Souls - Reversing | Porting (THAT'S ALL FOLKS?)
Replies: 255
Views: 183912

Re: Beyond: Two Souls - Reversing | Porting (UPDATE: Cameras

This is one of the best projects i've seen on Xentax, keep it up.
by JayK
Mon Jun 23, 2014 7:34 am
Forum: Game specific tools
Topic: Beyond: Two Souls - Reversing | Porting (THAT'S ALL FOLKS?)
Replies: 255
Views: 183912

Re: [PS3] Beyond: Two Souls - Extractor | Reversing | Portin

Glad to see an update from you, the progress you've made on your tool is really amazing, it looks very well constructed. Keep it up and good luck.
by JayK
Tue May 27, 2014 9:03 pm
Forum: Game specific tools
Topic: Beyond: Two Souls - Reversing | Porting (THAT'S ALL FOLKS?)
Replies: 255
Views: 183912

Re: [PS3] Beyond: Two Souls - Extractor | Reversing | Portin

Great work, is Mogre any good?
by JayK
Mon May 26, 2014 10:59 pm
Forum: Game Archive
Topic: Beyond: Two Souls | Luac scripts
Replies: 4
Views: 2159

Re: Beyond: Two Souls | Luac scripts

Thanks for the samples, using unluac I can get an output. The size of the lua file is the long behind the .LuaQ magic. Save it as its own file and run unluac on it. Not sure how accurate the output is, but it looks as it should be. https://dl.dropboxusercontent.com/u/6871888/b2slua.png https://dl.dr...
by JayK
Mon May 26, 2014 7:17 pm
Forum: Game Archive
Topic: Beyond: Two Souls | Luac scripts
Replies: 4
Views: 2159

Re: Beyond: Two Souls | Luac scripts

Did you try deleting everything up to .LuaQ and then running luadec on it? Do you mind sending me a sample.
by JayK
Sun May 11, 2014 8:43 pm
Forum: 3D/2D models
Topic: [PS3] Bluepoint Games (MGS2_3HD+ICO_SOTC(.cmdl)) [Maxscript]
Replies: 12
Views: 7360

[PS3] Bluepoint Games (MGS2_3HD+ICO_SOTC(.cmdl)) [Maxscript]

I've attached a Maxscript which can be used to import the .cmdl extension that both MGS3 and MGS2 on the HD Collection use. It imports the models with some flipped faces so you'll have to select all the polygons and unify them. It has support for UV's however the models aren't split into separate ob...