Search found 48 matches
- Thu May 05, 2016 9:37 pm
- Forum: 3D/2D models
- Topic: Marvel Ultimate Alliance 2 .DAT
- Replies: 64
- Views: 20203
Re: Marvel Ultimate Alliance 2 .DAT
So if the tool is working for all files, let me know. I will publish it in a new thread, so it won't be lost. sorry for late reply. Yes i used your tool, it extracted everything from archieves. But i have some difficulties with extracting textures from igz files. I used Luigi's igz extract script, ...
- Thu Apr 28, 2016 9:08 pm
- Forum: 3D/2D models
- Topic: Marvel Ultimate Alliance 2 .DAT
- Replies: 64
- Views: 20203
Re: Marvel Ultimate Alliance 2 .DAT
nice to see that!daemon1 wrote:Just as i thought. Like in other IGA_ archives, these "unsupported" chunks are just uncompressed. Now I need some time to figure out how to support it in script.
- Thu Apr 28, 2016 11:40 am
- Forum: 3D/2D models
- Topic: Marvel Ultimate Alliance 2 .DAT
- Replies: 64
- Views: 20203
Re: Marvel Ultimate Alliance 2 .DAT
Oh i think that would be nice if you could do thatdaemon1 wrote:I recently stumbled on those archives, and I think I can extract them correctly. If you still need it.pechenko121 wrote:Luigi said that some files extracted from .pak archieves of game will be corrupted. Every time its normal maps
- Tue Mar 29, 2016 2:26 pm
- Forum: 3D/2D models
- Topic: Marvel Ultimate Alliance 2 .DAT
- Replies: 64
- Views: 20203
Re: Marvel Ultimate Alliance 2 .DAT
Hello guys. That's me again. Luigi made script that extrats content of MUA2 igz files and everything is give is .dat files. Can somebody please try to convert this files into readeble model and texture? i would appreciate it :) Sample: Here Added other textures to archive. I made a Noesis plugin th...
- Thu Mar 17, 2016 6:24 am
- Forum: 3D/2D models
- Topic: Magicka .XNB model files.
- Replies: 16
- Views: 2396
Re: Magicka .XNB model files.
Did you look at this ? http://xbox.create.msdn.com/en-US/sample/xnb_format it contains a parser for the xnb format, maybe use it to write out obj or somthing? edit: I tried it and it recognized it as a compressed xnb format, probably using some kind of hash from the program itself as the salt, if t...
- Wed Mar 16, 2016 9:53 pm
- Forum: 3D/2D models
- Topic: Magicka .XNB model files.
- Replies: 16
- Views: 2396
Magicka .XNB model files.
Can you guys help me in extracting meshes from this .XNB files? Game built on xna framework. I searched for programmes that can open those files but was unsuccessful.
Thanks in advance, i really appreciate it.
Here's some samples.
Thanks in advance, i really appreciate it.
Here's some samples.
- Thu Mar 10, 2016 9:44 pm
- Forum: 3D/2D models
- Topic: Doom alpha models
- Replies: 120
- Views: 29096
Re: Doom alpha models
Are there any news?
- Sun Feb 28, 2016 6:59 am
- Forum: 3D/2D models
- Topic: Doom alpha models
- Replies: 120
- Views: 29096
Re: Doom alpha models
Any chance you can show doomguy? I'm really interested in seeing it. Thank you 
- Fri Feb 12, 2016 5:40 am
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 447
- Views: 218721
Re: Extracting simple models
Oh, my mistake was incorrect fvfsizeAceWell wrote: h2o file for 00000003.datCode: Select all
0x934 268 Vb1 28 16 0x4 84 120100 0x0 255
Thats why mesh didn't load for me with startadr 4
Thank you
- Thu Feb 11, 2016 9:20 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 447
- Views: 218721
Re: Extracting simple models
I have another question: how do i calculate vertex start adress in file with one mesh?
Here's example.
Here's example.
- Thu Feb 11, 2016 7:59 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 447
- Views: 218721
Re: Extracting simple models
the point is to understand that the format is big endian. Then the rest is simple (shown for the last submesh only): from the pic you can see the start of vertices (0x3196C, directly after the last face index (FI) of the previous submesh). Startaddress of first face index of last submesh is 0x359B0...
- Thu Feb 11, 2016 5:47 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 447
- Views: 218721
Re: Extracting simple models
shakotay2, can you help me in extracting models from this files? I read tutorial but it is rather hard for me to find start adress of verticses and face index count. Here's the model. And one more thing about tutor, how did you get this value? http://puu.sh/n47jz/9d42abb574.png (0x2b2e) I really don...
- Mon Feb 08, 2016 9:25 pm
- Forum: 3D/2D models
- Topic: Marvel Ultimate Alliance 2 .DAT
- Replies: 64
- Views: 20203
Re: Marvel Ultimate Alliance 2 .DAT
Hello guys. That's me again. Luigi made script that extrats content of MUA2 igz files and everything is give is .dat files. Can somebody please try to convert this files into readeble model and texture? http://www.mediafire.com/convkey/461d/83qc7472xwh41fazg.jpg textures finally converted thanks to...
- Fri Jan 15, 2016 6:29 am
- Forum: Game Archive
- Topic: Marvel Ultimate Alliance 2 (*.igz)
- Replies: 15
- Views: 5893
- Wed Nov 11, 2015 7:50 pm
- Forum: 3D/2D models
- Topic: Marvel Ultimate Alliance 2 .DAT
- Replies: 64
- Views: 20203
Re: Marvel Ultimate Alliance 2 .DAT
Except the ones that are exclusives to Xbox 360. Gold Edition/DLC models (characters & their separate model parts (like Venom's tongue, Nightcrawler's tail, & Hawkeye's arrow) + character select's mannequins + character select stage), very high quality as MUA PC, but for XML2 veterans who became DL...

