Poll & Discussion: We wish the site to continue (Y/N)
Search found 1328 matches
- Wed Apr 12, 2017 2:17 pm
- Forum: Graphic file formats
- Topic: tex in dds
- Replies: 2
- Views: 1248
Re: tex in dds
if this is from a mobile game best try PVRTexTool to convert it to usable format. 
- Wed Apr 12, 2017 2:13 pm
- Forum: Graphic file formats
- Topic: Trying to view this .tex file
- Replies: 5
- Views: 2016
Re: Trying to view this .tex file
Would you mind telling me how you done this and how I can do it with other .tex files just input the settings like you see in the image, -set the width of the image -set the shift to account for where the data actually starts -set the pixel format how are you supposed to know what settings to choos...
- Tue Apr 11, 2017 4:32 pm
- Forum: Graphic file formats
- Topic: Trying to view this .tex file
- Replies: 5
- Views: 2016
Re: Trying to view this .tex file
512x512 dxt5 image with 52 byte header
width at 0x28 and height at 0x32

width at 0x28 and height at 0x32
- Mon Apr 10, 2017 5:25 am
- Forum: General game tools
- Topic: Model Inspector (binary files to OBJ)
- Replies: 17
- Views: 19972
Re: Model Inspector (binary files to OBJ)
cool it finally launches on XP :D and i can load the truck.d3d and d3d.xml you had in the 0.5b release example, now how do you save it out to obj, "File>Save file as..." is greyed out. i can copy the entire contents of the window to clipboard but it isn't formatted properly when pasted. wh...
- Sun Apr 09, 2017 6:22 pm
- Forum: 3D/2D models
- Topic: Fairy Fencer F Advent Dark Force tid to dds
- Replies: 5
- Views: 2586
Re: Fairy Fencer F Advent Dark Force tid to dds
must be your graphics card i guessz22901206 wrote:latest version of Noesis? it didnt work...DX10 file...
- Sun Apr 09, 2017 4:02 pm
- Forum: 3D/2D models
- Topic: Fairy Fencer F Advent Dark Force tid to dds
- Replies: 5
- Views: 2586
Re: Fairy Fencer F Advent Dark Force tid to dds
add ".dds" extension to your sample and open with native Noesis DX10 support 
- Sun Apr 09, 2017 2:59 am
- Forum: 3D/2D models
- Topic: Metal Gear Solid 3: Snake Eater (PS2) .dat
- Replies: 8
- Views: 4590
Re: Metal Gear Solid 3: Snake Eater (PS2) .dat
you're saying and asking too many things at once that i don't fully understand yet. :D the script is a work in progress and definitely not perfect but i think the rat is not a good example of the issue because it is too simple, you must look to the character models, like camoufla-dc_dododo etc i don...
- Sat Apr 08, 2017 4:14 pm
- Forum: 3D/2D models
- Topic: Metal Gear Solid 3: Snake Eater (PS2) .dat
- Replies: 8
- Views: 4590
Re: Metal Gear Solid 3: Snake Eater (PS2) .dat
yeah see thats what i mentioned before, the UVs are correct but that file has many material
groups and i would need to break it up into submeshes, this is not a quick fix for me because i
have not found where this information is stored yet.
groups and i would need to break it up into submeshes, this is not a quick fix for me because i
have not found where this information is stored yet.
- Sat Apr 08, 2017 1:23 pm
- Forum: 3D/2D models
- Topic: Metal Gear Solid 3: Snake Eater (PS2) .dat
- Replies: 8
- Views: 4590
Re: Metal Gear Solid 3: Snake Eater (PS2) .dat
here is first draft of Noesis python script for your "MGS HD collection PS3" samples :D fmt_MetalGearSolidHDcollection_cmdl.zip supports geometry and UVs i don't know what problems you had with the maxscript but this is the best i can do for now. i couldn't test UVs because there were no t...
- Wed Apr 05, 2017 7:58 am
- Forum: 3D/2D models
- Topic: Spider-Man 3 PC
- Replies: 96
- Views: 28203
Re: Spider-Man 3 PC
i hope so, you are a programmer and i am not!daemon1 wrote:I parsed the whole data structure properly.
- Tue Apr 04, 2017 10:27 pm
- Forum: 3D/2D models
- Topic: Spider-Man 3 PC
- Replies: 96
- Views: 28203
Re: Spider-Man 3 PC
since daemon1 is likely going to make a complete tool i will just share the work in progress
bms script i have so far for texture data extraction so it doesn't completely go to waste.
this bms script extracts the texture data with names and adds headers.
bms script i have so far for texture data extraction so it doesn't completely go to waste.
this bms script extracts the texture data with names and adds headers.
- Tue Apr 04, 2017 5:54 am
- Forum: Game Archive
- Topic: Ghost in the shell: First assault (request)
- Replies: 25
- Views: 14350
Re: Ghost in the shell: First assault (request)
looks like the \f in the path is being interpreted as the escape sequence \x0c which is a form feed. 3 ways to fix this posted here :D http://forum.xentax.com/viewtopic.php?p=127222#p127222 raw string r"D:\Steam\steamapps\common\firstassault\Data" double backslash "D:\\Steam\\steamapp...
- Sun Apr 02, 2017 4:19 am
- Forum: 3D/2D models
- Topic: Heroes and Generals model and texture(.CRN) formats
- Replies: 37
- Views: 12678
Re: Heroes and Generals model and texture(.CRN) formats
here is a better way to decompress your bin samples in batch with a bms script :D # script for QuickBMS http://aluigi.altervista.org/quickbms.htm comtype zlib_noerror get ZSIZE asize math SIZE = ZSIZE get NAME basename string NAME + ".dat" clog NAME 0 ZSIZE SIZE i'd like to phase out using...
- Thu Mar 30, 2017 6:56 am
- Forum: Game Archive
- Topic: Unity FS *.unity3d
- Replies: 1
- Views: 4410
Re: Unity FS *.unity3d
you can use the same instruction i posted here to at least get the model and textures 
viewtopic.php?p=128377#p128377
viewtopic.php?p=128377#p128377
- Thu Mar 30, 2017 2:24 am
- Forum: Graphic file formats
- Topic: what do i use to view .tex graphic files?
- Replies: 2
- Views: 1370
Re: what do i use to view .tex graphic files?
256x256 RGBA8888, the first 8 bytes are the width and height
