The Forum is up for sale: XeNTaX Forum looking for new owner

Search found 291 matches

by PredatorCZ
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,...
by PredatorCZ
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...
by PredatorCZ
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.
by PredatorCZ
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.
by PredatorCZ
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.
by PredatorCZ
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.
by PredatorCZ
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...
by PredatorCZ
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. :keke:

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.
by PredatorCZ
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...
by PredatorCZ
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...
by PredatorCZ
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.
by PredatorCZ
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...
by PredatorCZ
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...
by PredatorCZ
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 ...