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Search found 411 matches
- 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 
- 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.
- 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...
- 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.
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.
- 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.
- 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.
- 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.
- 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. 
- 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.
Do you know a tool for creating BMFont besides Angel Code's Editor? It makes crappy looking fonts, especially that smaller ones.
- 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.
- 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?
- 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...
- 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...
- 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. 
- 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...
