Search found 48 matches

by pechenko121
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, ...
by pechenko121
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

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.

Image
nice to see that! :D
by pechenko121
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

daemon1 wrote:
pechenko121 wrote:Luigi said that some files extracted from .pak archieves of game will be corrupted. Every time its normal maps :D
I recently stumbled on those archives, and I think I can extract them correctly. If you still need it.
Oh i think that would be nice if you could do that :D
by pechenko121
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...
by pechenko121
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...
by pechenko121
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.
by pechenko121
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?
by pechenko121
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 :)
by pechenko121
Fri Feb 12, 2016 5:40 am
Forum: Tutorials
Topic: Extracting simple models
Replies: 447
Views: 218721

Re: Extracting simple models

AceWell wrote:
sword360.png
h2o file for 00000003.dat

Code: Select all

0x934 268
Vb1
28 16
0x4 84
120100
0x0 255
:D
Oh, my mistake was incorrect fvfsize :)
Thats why mesh didn't load for me with startadr 4 :D

Thank you :)
by pechenko121
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.
by pechenko121
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...
by pechenko121
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...
by pechenko121
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...
by pechenko121
Fri Jan 15, 2016 6:29 am
Forum: Game Archive
Topic: Marvel Ultimate Alliance 2 (*.igz)
Replies: 15
Views: 5893

Re: Marvel Ultimate Alliance 2 (*.igz)

Bump
by pechenko121
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...