Poll & Discussion: We wish the site to continue (Y/N)
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- Tue May 17, 2016 8:02 pm
- Forum: 3D/2D models
- Topic: Overwatch Models/Textures
- Replies: 36
- Views: 21398
Re: Overwatch Models/Textures
Currently available information ... That would be good to summarize the current standing, so people don't need to write 9 pages of that thread: Most of the archive format is already researched, I have a list of all character packages with all the corresponding stuff, the model format is almost full...
- Sun May 15, 2016 8:26 am
- Forum: Game Archive
- Topic: [HELP] [.PAK] Spy vs. Spy (2005) [PS2] [Vicious Engine]
- Replies: 31
- Views: 8098
Re: [HELP] [.PAK] Spy vs. Spy (2005) [PS2] [Vicious Engine]
Unfortunately no. Xbox360 & PS3 models are closer to PC, so I can extract them. PS2 and xbox are too far from that.
- Thu May 12, 2016 4:07 pm
- Forum: Game Archive
- Topic: Battleborn
- Replies: 13
- Views: 3916
Re: Battleborn decrpyt .exe
I checked the files. Its decompressed with old tools without problems. There are models, textures, everything may be extracted without the EXE. What exactly do you need from this game?
- Tue May 10, 2016 7:24 pm
- Forum: Game Archive
- Topic: Battleborn
- Replies: 13
- Views: 3916
Re: Battleborn
You don't actually need the EXE to export stuff from UE. Though it can be done faster with it.
- Mon May 09, 2016 9:03 am
- Forum: Game Archive
- Topic: Hellboy: Asylum Seeker (.pak)
- Replies: 40
- Views: 10231
Re: Hellboy: Asylum Seeker (.pak)
I found splitter scripts only for Xbox 360 packages on this forum. Dunno what do next. You trying to say, that's music.pak is one long wav? No, its many wav files, but you can always open them as one raw file. And I meant this script: http://forum.xentax.com/viewtopic.php?f=13&p=74664#p74664 Al...
- Sun May 08, 2016 5:45 pm
- Forum: Game Archive
- Topic: Hellboy: Asylum Seeker (.pak)
- Replies: 40
- Views: 10231
Re: Hellboy: Asylum Seeker (.pak)
its just like nobody needed the music
if I remember correctly, it was all in plain WAV files
and that means you can open them yourself, there's no need to bother with such a simple thing
or just split them with WAV splitter bms script
if I remember correctly, it was all in plain WAV files
and that means you can open them yourself, there's no need to bother with such a simple thing
or just split them with WAV splitter bms script
- Fri May 06, 2016 5:20 pm
- Forum: 3D/2D models
- Topic: Marvel Ultimate Alliance 2 .DAT
- Replies: 64
- Views: 27256
Re: Marvel Ultimate Alliance 2 .DAT
Where can I get this script?pechenko121 wrote:daemon1 wrote:I used Luigi's igz extract script
- Thu May 05, 2016 4:10 pm
- Forum: 3D/2D models
- Topic: Marvel Ultimate Alliance 2 .DAT
- Replies: 64
- Views: 27256
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.
- Tue May 03, 2016 6:36 pm
- Forum: 3D/2D models
- Topic: Marvel Ultimate Alliance 2 .DAT
- Replies: 64
- Views: 27256
Re: Marvel Ultimate Alliance 2 .DAT
Here's the tool for the Deadpool. Must extract all of the game archives now.
Notify me of any errors. The method they used to determine which files may be not-compressed was rather strange.
Notify me of any errors. The method they used to determine which files may be not-compressed was rather strange.
- Mon May 02, 2016 7:26 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294180
Re: Extracting simple models
Sorry, I didn't look into the file. Really strange. Two vertex blocks one after another. And the second one is not LOD1 model, it has 2666 vertices and 14560 faces, FVFsize 28. Model looks exactly the same, but I can't see any UV's there.shakotay2 wrote:yep, but in this special case that won't help.
- Mon May 02, 2016 5:33 pm
- Forum: 3D/2D models
- Topic: Marvel Ultimate Alliance 2 .DAT
- Replies: 64
- Views: 27256
Re: Marvel Ultimate Alliance 2 .DAT
Sorry, I'm a little busy here with Star Sapphire extraction. But when I finish with her, MUA2 is next in my queue.


- Mon May 02, 2016 4:16 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294180
Re: Extracting simple models
After you get faceindices, you have number of vertices. Just divide the full size of vertex/UV block by that, and you get FVF size.OriginOfWaves wrote:could you explain how you got the FVF size?
- Mon May 02, 2016 4:05 pm
- Forum: Game Archive
- Topic: Mirror's Edge Catalyst Beta
- Replies: 30
- Views: 17185
Re: Mirror's Edge Catalyst Beta
Because you DON'T have to use BF4 dumper. Use Star Wars dumper. The link is up there.dainazinas wrote:Can you share your dumper script and main python folder. As I only get 4257 empty folders and 0 files when I use the above mentioned BF4 dumper.
- Sun May 01, 2016 9:06 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294180
Re: Extracting simple models
Thanks for the reply. How could I not think about it?shakotay2 wrote:there's an ugly workaround using the "mixed" instead of "block" mode
This workaround is not that ugly actually.
- Sun May 01, 2016 7:25 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294180
Re: Extracting simple models
Is there any way to set negative UV pos in mixed mode?
It's like: first we have UVs (2 half floats) and then vertices (3 floats)
It's like: first we have UVs (2 half floats) and then vertices (3 floats)
