Search found 183 matches
- Fri Jun 08, 2012 12:41 am
- Forum: Game Archive
- Topic: Star Wars The Force Unleashed - PC Version .z files
- Replies: 110
- Views: 51672
Re: Star Wars The Force Unleashed - PC Version .z files
Well i was asked about how to interpret the information within the .animations file, and i had not gotten around to coming back to this thread, so i guess i shal do a quick and dirty explaination of things. Hopefully it will be enough to get those interested started in looking into the data (assumin...
- Wed Mar 21, 2012 1:35 am
- Forum: 3D/2D models
- Topic: The Metroid Prime & Prime 2 .CMDL format....
- Replies: 11
- Views: 2944
Re: The Metroid Prime & Prime 2 .CMDL format....
Been busy. Will definitely be getting back to this format as well when i get the chance. As far as exporting them, it is no harder than any of the other formats that can be viewed, just need port the code into a framework that has conversion support.
- Tue Mar 20, 2012 11:49 pm
- Forum: Game Archive
- Topic: Star Wars The Force Unleashed - PC Version .z files
- Replies: 110
- Views: 51672
Re: Star Wars The Force Unleashed - PC Version .z files
The Force Unleashed plugin for Noesis has been updated: http://oasis.xentax.com/index.php?content=plugins Fixes a bug with gto models and adds support for the .animations files. If i get the chance i will try and put together documentation to supplement rogueclarkey's description earlier in the thre...
- Sat Feb 25, 2012 5:04 am
- Forum: 3D/2D models
- Topic: [Request]Shinkon Gattai Godannar.
- Replies: 36
- Views: 5283
Re: [Request]Shinkon Gattai Godannar.
Unfortunately the VIF blocks are completely specific to packaging up data/commands to the ps2 and have no relation to the data structures the developer may have chosen. So you still have to decipher the base format to determine where the counts, offsets and sizes of the blocks may be. Another thing ...
- Sat Feb 25, 2012 12:40 am
- Forum: 3D/2D models
- Topic: [Request]Shinkon Gattai Godannar.
- Replies: 36
- Views: 5283
Re: [Request]Shinkon Gattai Godannar.
i explain a bit about how the VIF tags are parsed here: http://forum.xentax.com/viewtopic.php?p=52244#p52244 More information can be found in the ps2 sdk documentation as well. i can try and explain more of what i understand of them though. This is a decent site to see some information on a number o...
- Tue Feb 21, 2012 1:50 am
- Forum: Code Talk
- Topic: Favorite hex editor
- Replies: 12
- Views: 6022
Re: Favorite hex editor
i use 010 Editor. The binary templates have been extremely helpful to my work. Now if i could only get them to add some of the improvements i suggested, it would be even better. typedef uint16 hfloat <read=hfloatRead>; string hfloatRead( const hfloat &v ) { uint32 dataValue; float fValue; dataValue ...
- Tue Feb 21, 2012 12:21 am
- Forum: 3D/2D models
- Topic: [Request]Shinkon Gattai Godannar.
- Replies: 36
- Views: 5283
Re: [Request]Shinkon Gattai Godannar.
This format actually doesn't look all that difficult. LWCV contains offset to DTHD section. DTHD contains offsets to the RTDT and TXDT sections. RTDT contains offsets to the BNDT sections. BNDT contain bone information and offsets to the LYDT sections. LYDT possibly bounding box data? and contains o...
- Sat Feb 18, 2012 1:50 am
- Forum: 3D/2D models
- Topic: Model formats are getting easier?
- Replies: 3
- Views: 771
Re: Model formats are getting easier?
Getting "easier" because a lot of the constraints that were present on older systems are no longer a concern for developers. Blu-ray discs can hold many times more than a cd/dvd, 512 megs of ram is a lot more than the ps1/2 had, etc. Combined with the fact that the hardware accepts data in formats t...
- Fri Dec 23, 2011 1:44 am
- Forum: 3D/2D models
- Topic: The Imposible .x format, max and blender experts.
- Replies: 15
- Views: 2861
Re: The Imposible .x format, max and blender experts.
The spec doesn't really define Bones. Frames are simply transforms, which technically that is all bones are as well. Parenting is handled through the nesting of Frames within another, so its probably easiest to simply keep a running index and assign them to Frames as they are encountered. When a Fra...
- Fri Nov 04, 2011 10:07 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 437097
Re: Señor Casaroja's Noesis
Make sure you are using the Data View to preview multiple textures, as only the first is shown when initially loaded.
- Wed Nov 02, 2011 10:55 pm
- Forum: Game Archive
- Topic: Assassins Creed PC .forge files
- Replies: 194
- Views: 118245
Re: Assassins Creed PC .forge files
i am planning to, but i am backlogged a bit, and trying to rework my available time, heh.
- Mon Oct 31, 2011 11:09 pm
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 437097
Re: Señor Casaroja's Noesis
Probably because i didn't list those as working formats, heh.pro spy wrote:MrAdults : i coudn't export the rsc01 files, i've tried most of them, no hope
Only rsc0a, rsc85, and rsc8a have some reasonable form of support in the current plugin.
- Thu Oct 27, 2011 2:17 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 437097
[plugin] Dragon Ball Raging Blast
Another minor update. Should open more of the Raging Blast 360 files now.
- Thu Oct 27, 2011 12:24 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 437097
[plugin] Red Dead Redemption
Just a minor update. Texture format should work for ps3 version now.
- Tue Oct 25, 2011 6:50 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 437097
[plugins] update
Just a quick update that might help those having visual studio redistributable issues. Thinking i might update the Raging Blast plugin to merge directories that only differ by the _m, _i, _v suffix to aid those having problems manually finding the correct .ioram and .vram files after opening the .sp...
