Important information: this site is currently scheduled to go offline indefinitely by December 1st 2023.
If you wish to donate to attempt the preservation of tools and software somewhere else before it goes down, check the GoFundMe

Search found 411 matches

by merlinsvk
Wed Dec 24, 2014 12:28 pm
Forum: Game Localization
Topic: This War of Mine (.binfont, .texture)
Replies: 29
Views: 13348

Re: This War of Mine (.binfont, .texture)

Oh yeah, it's definitely better. Thank you very much :)
by merlinsvk
Wed Dec 24, 2014 10:25 am
Forum: Game Localization
Topic: Telltale and Gametap - extract to translate
Replies: 620
Views: 264529

Re: Telltale and Gametap - extract to translate

You can't, and as Ekey said, it's not needed.
by merlinsvk
Tue Dec 23, 2014 11:02 pm
Forum: Game Archive
Topic: PS3 How to train your dragon 2 hunkfile
Replies: 4
Views: 1879

Re: PS3 How to train your dragon 2 hunkfile

My guess for this file: Little endian offset 0x2DD 4 bytes (long) => width // maybe height 4 bytes (long) => height // maybe width 2 bytes (short) = > null 4 bytes (long) => texture length 4 bytes (long) => unknown 0x20000 bytes texture data This sample file contains DXT1 512x512px texture without m...
by merlinsvk
Tue Dec 23, 2014 10:54 pm
Forum: Graphic file formats
Topic: Extract Jpeg From File ?
Replies: 9
Views: 2355

Re: Extract Jpeg From File ?

QuickBMS has a function/command "FindLoc" for searching of a defined strings or bytes.
For example PNG starts with ‰PNG mark. So this could be a way. Theoretically. But I can't help you, I don't have sufficient knowledge for this.
by merlinsvk
Tue Dec 23, 2014 10:27 pm
Forum: Game Localization
Topic: Telltale and Gametap - extract to translate
Replies: 620
Views: 264529

Re: Telltale and Gametap - extract to translate

Close? In what meaning? You can only extract the content of .ttarch2 archive.
by merlinsvk
Tue Dec 23, 2014 10:25 pm
Forum: Graphic file formats
Topic: Extract Jpeg From File ?
Replies: 9
Views: 2355

Re: Extract Jpeg From File ?

So provide a file which contains JPG and PNG files. Maybe someone will write that script.
by merlinsvk
Tue Dec 23, 2014 8:24 pm
Forum: Graphic file formats
Topic: Extract Jpeg From File ?
Replies: 9
Views: 2355

Re: Extract Jpeg From File ?

This file doesn't contain JPG nor PNG file.
by merlinsvk
Sat Dec 20, 2014 5:18 pm
Forum: Game Localization
Topic: This War of Mine (.binfont, .texture)
Replies: 29
Views: 13348

Re: This War of Mine (.binfont, .texture)

Have you noticed that own fonts are shifted a bit upwards? It looks like the words are aligned to the top of line. It's around 6 or 7px. :?
by merlinsvk
Fri Dec 19, 2014 6:40 pm
Forum: Game Localization
Topic: This War of Mine (.binfont, .texture)
Replies: 29
Views: 13348

Re: This War of Mine (.binfont, .texture)

Great tools, indeed :)

Do you know a tool for creating BMFont besides Angel Code's Editor? It makes crappy looking fonts, especially that smaller ones.
by merlinsvk
Sat Dec 13, 2014 5:38 pm
Forum: Game Localization
Topic: This War of Mine (.binfont, .texture)
Replies: 29
Views: 13348

Re: This War of Mine (.binfont, .texture)

Well, it doesn't matter anymore. You can use Ekey's packer/unpacker tools.
by merlinsvk
Sat Dec 13, 2014 2:41 pm
Forum: Game Localization
Topic: This War of Mine (.binfont, .texture)
Replies: 29
Views: 13348

Re: This War of Mine (.binfont, .texture)

Sorry, I don't understand you. What is the problem?
by merlinsvk
Fri Dec 12, 2014 11:46 am
Forum: Game Localization
Topic: This War of Mine (.binfont, .texture)
Replies: 29
Views: 13348

Re: This War of Mine (.binfont, .texture)

For text export use this script. It can be also used to reimporting, just type "force" when QBMS prompt you. # This War of Mine (common.dat) # uncomment the appropriate line comtype gzip #clog "l10n.bin" 0xC9C0EA 0x1310E2 0x1310E2 # version 1.0.0 #clog "l10n.bin" 0xD455...
by merlinsvk
Thu Dec 11, 2014 8:18 pm
Forum: Game Archive
Topic: Dead Rising 3 (*.BIG, *.TEX)
Replies: 29
Views: 15754

Re: Dead Rising 3 (*.BIG, *.TEX)

TheMask85: are there any DXT3 and DXT5 textures? Normal maps are saved in ATI2 (BC5) format. Example: psy_02_head_nm http://www.fastimages.eu/thumbs/psy02headn.png So here are my QBMS scripts for texture converting. tex to dds # Dead Rising 3 # texture to DDS converter # by MerlinSVK Dec 2014 # vers...
by merlinsvk
Tue Dec 09, 2014 7:22 pm
Forum: Game Localization
Topic: This War of Mine (.binfont, .texture)
Replies: 29
Views: 13348

Re: This War of Mine (.binfont, .texture)

Yes, I'm translating (version 1.0.0). I wrote a script to import/export text file. And some other scripts (QuickBMS, Lua, Batch files and 010 scripts) to split l10n.bin file into thousands string files. It's a mess and not real tools to publish. :eek:
by merlinsvk
Tue Dec 09, 2014 1:28 pm
Forum: Game Localization
Topic: This War of Mine (.binfont, .texture)
Replies: 29
Views: 13348

Re: This War of Mine (.binfont, .texture)

Scripts for converting .texture/.dds texture in first post were updated. Now they support mipmaps :) The only "disadvantage" is that you can't change: format of texture (DXT, RGBA, etc.), resolution or number of mipmaps, because DDS to TEXTURE script reads the original .head file. But if y...