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Search found 242 matches
- Tue Sep 02, 2014 7:32 am
- Forum: 3D/2D models
- Topic: Watch Dogs XBG models
- Replies: 159
- Views: 73920
Re: Watch Dogs XBG models
Just run Blender 2.49 and File->Open the .blend file.
- Sun Aug 31, 2014 1:08 am
- Forum: General game tools
- Topic: Ninja Ripper
- Replies: 734
- Views: 452532
Re: Ninja Ripper
Yup. You just need to set Dolphin to DX9 mode. DX11 stuff comes out flat.
- Mon Aug 25, 2014 7:04 pm
- Forum: Game Archive
- Topic: [REQ][PC]Sleeping Dogs .big files
- Replies: 208
- Views: 116012
Re: [REQ][PC]Sleeping Dogs .big files
Font files are located in UI.BIG/Data/UI/Fonts.perm.bin
Although you can't really do anything with them, since there are no tools for .bin files and nobody cares enough to make some. Hopefully that will change in October when Definitive Edition is released.
Although you can't really do anything with them, since there are no tools for .bin files and nobody cares enough to make some. Hopefully that will change in October when Definitive Edition is released.
- Fri Aug 22, 2014 9:58 pm
- Forum: General game tools
- Topic: Ninja Ripper
- Replies: 734
- Views: 452532
Re: Ninja Ripper
Fair enough.
However, my question still stands, is there perhaps an older build available that does not rip in t-pose? It would be very useful for things like buildings, vehicles and weapons.
However, my question still stands, is there perhaps an older build available that does not rip in t-pose? It would be very useful for things like buildings, vehicles and weapons.
- Fri Aug 22, 2014 8:29 am
- Forum: General game tools
- Topic: Ninja Ripper
- Replies: 734
- Views: 452532
Re: Ninja Ripper
I didn't quite understand what you said, but I agree, it's a great tool. However sometimes it doesn't get the job done properly. Maybe I'm missing something?
If we want to get into specific examples I tried every single possible combination of the numbers 0-20 in the importer script, still nothing.
If we want to get into specific examples I tried every single possible combination of the numbers 0-20 in the importer script, still nothing.
- Fri Aug 22, 2014 7:15 am
- Forum: General game tools
- Topic: Ninja Ripper
- Replies: 734
- Views: 452532
Re: Ninja Ripper
Not really. It seems to have a lot of trouble ripping UVs, especially from modern games like COD Black Ops.
The only games I've had it rip UVs successfully from are Battlefield Bad Company 2 and Dolphin Gamecube emulator.
The only games I've had it rip UVs successfully from are Battlefield Bad Company 2 and Dolphin Gamecube emulator.
- Mon Aug 11, 2014 4:27 am
- Forum: 3D/2D models
- Topic: Watch Dogs XBG models
- Replies: 159
- Views: 73920
Re: Watch Dogs XBG models
You have to open it with Blender 2.49, it doesn't work with newer versions.
- Sun Aug 10, 2014 2:14 am
- Forum: 3D/2D models
- Topic: Call of Duty Xmodel
- Replies: 3
- Views: 1783
Re: Call of Duty Xmodel
Oh hey, I didn't see that.
Yeah, that works just fine. The models export successfully and the bind script actually does it's job. Now I just got to figure out how the heck to export it from Maya, but that's a different story.
Anyway, thanks!
Yeah, that works just fine. The models export successfully and the bind script actually does it's job. Now I just got to figure out how the heck to export it from Maya, but that's a different story.
Anyway, thanks!
- Sun Aug 10, 2014 12:49 am
- Forum: 3D/2D models
- Topic: Call of Duty Xmodel
- Replies: 3
- Views: 1783
Call of Duty Xmodel
Does anyone know of any good xmodel extractors or importers? Unfortunately Tom Crowley's Lime, while incredibly useful, doesn't support COD 5 and below. I did find an xmodel exporter, but the author's site had been shut down and the program is horribly buggy. Plus the included Maya scripts are broke...
- Tue Jul 29, 2014 4:22 am
- Forum: Game Archive
- Topic: [REQ][PC]Sleeping Dogs .big files
- Replies: 208
- Views: 116012
Re: [REQ][PC]Sleeping Dogs .big files
http://puu.sh/avrbf/e0423ad61e.png 1 down, 73 to go! Big thanks to Ekey for pointing me in the right direction and cra0 for more detailed info. EDIT: Although I can't help but think there's got to be an easier way to do this. Right now I'm finding the file in-game, making a memory dump, then manual...
- Thu Jul 10, 2014 5:33 am
- Forum: Game Archive
- Topic: League Of Legends WWise Audio Engine (.wpk)
- Replies: 6
- Views: 5299
Re: League Of Legends WWise Audio Engine (.wpk)
You've been working on a sound mod for three years?
- Mon Jul 07, 2014 11:13 am
- Forum: Game Archive
- Topic: WWE .pck music file extraction
- Replies: 13
- Views: 6593
Re: WWE .pck music file extraction
When you extract wavs from the Wwise engine, you need to then follow up and convert them to playable .ogg files with ww2ogg.
EDIT: Oh wait, that's not a normal wav file, that's an Lwav file. That's totally different. No clue what that is or how to convert it.
EDIT: Oh wait, that's not a normal wav file, that's an Lwav file. That's totally different. No clue what that is or how to convert it.
- Sun Jul 06, 2014 5:02 am
- Forum: Game Archive
- Topic: League Of Legends WWise Audio Engine (.wpk)
- Replies: 6
- Views: 5299
Re: League Of Legends WWise Audio Engine (.wpk)
Not possible. You can't repack stuff using the Wwise engine.XDemonic wrote:But I do not see a function anywhere to replace sounds and re-pack it,
You could theoretically repack it if you had all the filenames and licensed the software for thousands of dollars, but that's a bit of a stretch.
- Sun Jul 06, 2014 12:48 am
- Forum: Game Archive
- Topic: League Of Legends WWise Audio Engine (.wpk)
- Replies: 6
- Views: 5299
Re: League Of Legends WWise Audio Engine (.wpk)
Audiokinetic Wwise .BNK and .PCK files are common, you can open them with Ravioli Game Tools.
But .WPK? First time I've heard of it. Must be a new thing.
But .WPK? First time I've heard of it. Must be a new thing.
- Fri Jul 04, 2014 8:09 am
- Forum: Game Archive
- Topic: WWE .pck music file extraction
- Replies: 13
- Views: 6593
Re: WWE .pck music file extraction
I found the BMS script, you could try that.
