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- Sat Jul 23, 2016 6:51 pm
- Forum: Graphic file formats
- Topic: XenobladeX mtxt texture format
- Replies: 6
- Views: 4777
Re: XenobladeX mtxt texture format
MTXT Header endianess: big header offset: EOF-122 names according to GTX Header Decription struct MTXTHeader { uint swizzle; uint dimension; uint width; uint height; uint depth; uint nomips; uint type; uint size; uint aamode; uint tiling; uint unk; uint alignment; uint pitch; } Common formats: DXT1,...
- Sat Jul 23, 2016 2:08 pm
- Forum: Graphic file formats
- Topic: XenobladeX mtxt texture format
- Replies: 6
- Views: 4777
Re: XenobladeX mtxt texture format
Im not sure, but can this be stored in Morton (aka Z) order ? ATM I don't know what texture format WiiU adopted, so it looks like blind shot. EDIT: After some more research I found this little program called texconv2, it may be answer to my question, the file seem to be gtx format, now I just need t...
- Wed Jul 20, 2016 7:53 pm
- Forum: 3D/2D models
- Topic: Heroes and Generals model and texture(.CRN) formats
- Replies: 37
- Views: 13302
- Wed Jul 20, 2016 4:02 pm
- Forum: 3D/2D models
- Topic: PC Darksiders II: Death Lives maxscript
- Replies: 49
- Views: 20850
Re: PC Darksiders II: Death Lives maxscript
Sure, like I wrote .o3d contains lot of information about model. It may have even bone hierarchy that is missing in .dcm.
- Wed Jul 20, 2016 3:52 pm
- Forum: Game Archive
- Topic: anyway to get Destiny models from Last Gen yet?
- Replies: 5
- Views: 2493
Re: anyway to get Destiny models from Last Gen yet?
According to http://www.radgametools.com/oodle.htm you can get SDK, if you willing to pay of course.
- Wed Jul 20, 2016 3:22 pm
- Forum: General game tools
- Topic: Model Inspector (binary files to OBJ)
- Replies: 17
- Views: 20609
Re: Model Inspector (binary files to OBJ)
Please add padding offsets. Nice work btw.
- Wed Jul 20, 2016 3:20 pm
- Forum: Game Archive
- Topic: Bayonetta WiiU сpk
- Replies: 1
- Views: 1162
Re: Bayonetta WiiU сpk
Try VGMToolbox, it should be under Misc. Tools/Extraction Tools/Common Archives.
I unpacked some cpk's from wiiu just fine.
I unpacked some cpk's from wiiu just fine.
- Wed Jul 20, 2016 3:16 pm
- Forum: 3D/2D models
- Topic: PC Darksiders II: Death Lives maxscript
- Replies: 49
- Views: 20850
Re: PC Darksiders II: Death Lives maxscript
Well, to be honnest, .o3d is true header, while .dcm is buffer file. Basically those two files are merged in first game. Its not only skeleton as you can guess, but its complete information about object (so I assume .o3d means "Object 3D" ). So I found when I was researching it, that it co...
- Mon Jul 18, 2016 7:36 pm
- Forum: 3D/2D models
- Topic: How Do I Extract Serious Sam Models And Animations?
- Replies: 4
- Views: 3556
Re: How Do I Extract Serious Sam Models And Animations?
Yea I made some few years later, now I focus more on reverse engineeing, it's much more fun. 
In SS3.5 when you load any model and are in model viewer there is in right column, up there a few buttons, there is export as fbx, and as obj I believe.
In SS3.5 when you load any model and are in model viewer there is in right column, up there a few buttons, there is export as fbx, and as obj I believe.
- Mon Jul 18, 2016 6:55 pm
- Forum: 3D/2D models
- Topic: How Do I Extract Serious Sam Models And Animations?
- Replies: 4
- Views: 3556
Re: How Do I Extract Serious Sam Models And Animations?
Serious Editor 3.5 have option to export models and animations into fbx format (Problem there is that it doesn't export bone weights properly). So far there is source code for Serious Sam over here: https://github.com/Croteam-official/Serious-Engine . I believe there is source file for .mdl serializ...
- Mon Jul 18, 2016 6:26 pm
- Forum: Graphic file formats
- Topic: XenobladeX mtxt texture format
- Replies: 6
- Views: 4777
XenobladeX mtxt texture format
So recently i got my hands on XenobladeX (or Xenoblade Chronicles X if you want). I almost figured out model format, but textures are not my cup of tea, they have different pixel formats and different extensions but in the core they are all same. I'm curious now about standard format used for models...
- Fri Dec 18, 2015 10:33 pm
- Forum: Audio file formats
- Topic: Evolution engine sound convertor (Warframe, Darkness II,...)
- Replies: 42
- Views: 20322
Re: Evolution engine sound convertor (Warframe, Darkness II,
Well finally something.
Thank you.
I don't know if it works on Dark Sector, becouse it's older engine version.
Thank you.
I don't know if it works on Dark Sector, becouse it's older engine version.
- Fri Dec 18, 2015 10:24 pm
- Forum: Game Archive
- Topic: PS3 How to train your dragon 2 hunkfile
- Replies: 4
- Views: 1813
Re: PS3 How to train your dragon 2 hunkfile
And we have texture conversion to dds. # How to train your dragon 2 Texture to dds (TSETexture), Little Orbit # Author Lukáš Kužel in 2015 # script for QuickBMS http://quickbms.aluigi.org get ddsname BASENAME string ddsname + ".dds" log MEMORY_FILE 0 0 Put 0x20534444 Long MEMORY_FILE Put 0...
- Fri Dec 18, 2015 8:03 pm
- Forum: Game Archive
- Topic: PS3 How to train your dragon 2 hunkfile
- Replies: 4
- Views: 1813
Re: PS3 How to train your dragon 2 hunkfile
Okay, so it will be year soon since I posted it, and still nothing, I have decided to use my noob skillz and create bms script, actually I just finished it. I will add code for texture conversion soon, and maybye ms too. # How to train your dragon 2 hunk (HNK), Little Orbit # Author Lukáš Kužel in 2...
- Wed Dec 16, 2015 7:04 pm
- Forum: Game Archive
- Topic: Ninja Blade (*.BND;*.TBND;*.TPF)
- Replies: 1
- Views: 1769
Re: Ninja Blade (*.BND;*.TBND;*.TPF)
Sorry to interrupt but I dared to edit tpf script to extract all textures in tpf container. idstring "TPF\x00" #get NAME BASENAME get SIZE long get FILES long for i = 0 < FILES get DUMMY long get OFFSET long get ZSIZE long get DUMMY long get NAMEOFF long savepos base goto NAMEOFF get NAME ...
