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- Tue Jul 22, 2014 4:07 am
- Forum: Game Archive
- Topic: Wolfenstein .Pages files (idtech5 virtualtextures)
- Replies: 64
- Views: 40388
Re: Wolfenstein .Pages files (idtech5 virtualtextures)
I finally bought the Rage Toolkit to see if it would offer any insight. What else can you do with the Rage Took Kit? I read it has a MD6 Model Editor. Can it be used to reverse the md6model format? I still don't know how bone-vertex assignments work. No, it only allows editing maps, creating walls ...
- Sat Jul 19, 2014 10:40 pm
- Forum: Game Archive
- Topic: Wolfenstein .Pages files (idtech5 virtualtextures)
- Replies: 64
- Views: 40388
Re: Wolfenstein .Pages files (idtech5 virtualtextures)
I finally bought the Rage Toolkit to see if it would offer any insight. And I did find it useful to create a test dataset. I made 4 textures, which are 512x512, with a simple descriptive text on each layer, saying what it is. (Diffuse/Specular/Normal/Bump). I then created a simple map with only this...
- Thu Jul 17, 2014 10:40 pm
- Forum: Game Archive
- Topic: Wolfenstein .Pages files (idtech5 virtualtextures)
- Replies: 64
- Views: 40388
Re: Wolfenstein .Pages files (idtech5 virtualtextures)
Images are compressed with HDphoto, not Jpeg XR. This specs are similar, but has some difference. And yes, duffuse map using YCoCg color space. Ok, I'll have a look then. I've saved files as both JXR (Jpeg XR) and WDP (Windows HD Photo) using a popular imaging app, and the formats seemed identical....
- Wed Jul 16, 2014 9:05 pm
- Forum: Game Archive
- Topic: Wolfenstein .Pages files (idtech5 virtualtextures)
- Replies: 64
- Views: 40388
Re: Wolfenstein .Pages files (idtech5 virtualtextures)
Data blocks represents HDPhoto bitstream without IMAGE_HEADER (see "HDPhoto_Bitstream_Spec_1.0.doc"). It's very complex format. I tried to adapt HD photo decoding library, but without results. yes, i've been pursuing that as well, though using the JPEG XR specification (which is materiall...
- Tue Jul 15, 2014 7:40 pm
- Forum: Game Localization
- Topic: Wolfenstein: The New Order (PC)
- Replies: 55
- Views: 34156
Re: Wolfenstein: The New Order (PC)
Well guys here it is... I have successfuly tested all fonts and english.lang file and it works great. Quick overview: "Load file" - accepts resources or index file, you need both of them "Export all" - exports all files into selected folder "Export" - exports selected ...
- Mon Jul 14, 2014 4:51 am
- Forum: Game Archive
- Topic: Wolfenstein .Pages files (idtech5 virtualtextures)
- Replies: 64
- Views: 40388
Re: Wolfenstein .Pages files (idtech5 virtualtextures)
Here's a BMS script to cut out the first 3 page_blocks it encounters as 3 discrete files "Page_Block0.dat", "Page_Block1.dat", and "Page_block2.dat". It also prints the header info for those blocks. # Dumps 3 pages of data, displays header for each page that is dumped e...
- Sat Jul 12, 2014 5:51 pm
- Forum: Game Archive
- Topic: Wolfenstein .Pages files (idtech5 virtualtextures)
- Replies: 64
- Views: 40388
Re: Wolfenstein .Pages files (idtech5 virtualtextures)
Nice work many THX. :bravo: How can i load this script to test it. It's scripted in 010 Editor. http://www.010editor.com You would open the *.pages file with 010 editor, then the file I pasted above as a template (usually named *.bt) For viewing data 010 is pretty good. Things like QuickBMS are bet...
- Sat Jul 12, 2014 4:31 am
- Forum: 3D/2D models
- Topic: Rage (idTech5) model format md6
- Replies: 116
- Views: 49608
Re: Rage (idTech5) model format md6
Also, some of the older ID/Doom formats (MD5,etc..) don't store things like vertex normals, binormals, tangents, for lighting. I think these values are pre-calculated. So, if they don't store this info, then what remains? Bone weights? That is a lot of room for just bone weights. These don't look l...
- Sat Jul 12, 2014 12:53 am
- Forum: Game Archive
- Topic: Wolfenstein .Pages files (idtech5 virtualtextures)
- Replies: 64
- Views: 40388
Re: Wolfenstein .Pages files (idtech5 virtualtextures)
Well, thanks to the info m0xF posted, I can now navigate the QuadTree pretty well. This 010 script will break down a single branch of the quadtree in most any *.pages file: //-------------------------------------- //--- 010 Editor v5.0 Binary Template // // File: // Author: // Revision: // Purpose: ...
- Sat Jul 12, 2014 12:23 am
- Forum: 3D/2D models
- Topic: Rage (idTech5) model format md6
- Replies: 116
- Views: 49608
Re: Rage (idTech5) model format md6
I'm looking at a model called commander60_01, and if I use the 4 bone indices found in the vertex, they don't assign to the correct bone. For example, I see his "head" bone is mapped to his left leg vertices, which is not correct. name1: "head_02_msh" name2: "models/charact...
- Fri Jul 11, 2014 7:47 pm
- Forum: 3D/2D models
- Topic: Rage (idTech5) model format md6
- Replies: 116
- Views: 49608
Re: Rage (idTech5) model format md6
Yeah, it looks like the older bmd6model files had the skeleton data embedded in the file, but then later, it was ripped out to an external skeleton file for the newer models. So, for the newer models, if you read in the skeleton file first to get the bone count, you can continue parsing the bmd6mod...
- Fri Jul 11, 2014 4:59 am
- Forum: 3D/2D models
- Topic: Rage (idTech5) model format md6
- Replies: 116
- Views: 49608
Re: Rage (idTech5) model format md6
Also, in the .bmd6model file, there's a list of bytes after the skeleton string. Without knowing the bone count, I don't see how it's possible to continue parsing the file. It's just an odd dependency that seems sloppy. Yes for my parser I did a bit of guess work. From what I have seen the format i...
- Thu Jul 10, 2014 6:50 pm
- Forum: 3D/2D models
- Topic: Rage (idTech5) model format md6
- Replies: 116
- Views: 49608
Re: Rage (idTech5) model format md6
I'm just looking at these MD6 formats, and I don't understand why some of these values are stored as Big-endian, while other values are completely reversed in memory, like a 4-byte float. This is neither little-endian or Big-Endian, and easily confused for a Big-Endian WORD or SHORT (which a 4-byte...
- Tue Jul 08, 2014 6:45 pm
- Forum: Game Archive
- Topic: [Wolfenstein] .bimage conversion
- Replies: 12
- Views: 6596
Re: [Wolfenstein] .bimage conversion
I've found there's actually a bit more to the *.bimage format. The above information is correct with single channel 8 bit textures, but there are more types of textures with varying formats stored in the *.bimage format. So far I've found they are using *.bimage to store headerless DDS files, of ty...
- Sun Jul 06, 2014 7:35 pm
- Forum: 3D/2D models
- Topic: Rage (idTech5) model format md6
- Replies: 116
- Views: 49608
Re: Rage (idTech5) model format md6
Had to do second post for the Blender file.
