Search found 1328 matches

by Acewell
Thu Nov 24, 2016 9:50 pm
Forum: Game Archive
Topic: Unity Studio
Replies: 222
Views: 195461

Re: Unity Studio

by Acewell
Thu Nov 24, 2016 9:38 pm
Forum: Graphic file formats
Topic: Unknown Image format from mobile games
Replies: 2
Views: 1579

Re: Unknown Image format from mobile games

give your "Phantom Souls" samples a ktx extension and your "Absolute field" samples a pkm extension and you can open and convert them with the "Mali GPU Texture Compression Tool" here :D http://malideveloper.arm.com/resources/tools/mali-gpu-texture-compression-tool/ for...
by Acewell
Tue Nov 22, 2016 7:08 pm
Forum: Compressed files and methods
Topic: Microsoft Direct x Xof extractor
Replies: 1
Views: 3632

Re: Microsoft Direct x Xof extractor

made a bms script to decompress the tzip/bzip back to txt or bin .x file :D get NAME basename string NAME + "_decomp.x" set MEMORY_FILE binary "\x78\x6f\x66\x20\xAA\xAA\xBB\xBB\xCC\xCC\xCC\xCC\xDD\xDD\xDD\xDD" comtype mszip get ZSIZE asize idstring "xof " get MAJORVERSI...
by Acewell
Sat Nov 19, 2016 11:19 am
Forum: Game Archive
Topic: The Evil Within (*.bimage) HELP
Replies: 6
Views: 2154

Re: The Evil Within (*.bimage) HELP

okay i updated the Noesis python script to open rgba2222 textures :?:
i didn't do anything with the bms script this time because i don't know
how to convert raw image data with it. :(
by Acewell
Fri Nov 18, 2016 3:54 pm
Forum: 3D/2D models
Topic: 7,62 High Calibre .ACT files
Replies: 6
Views: 1352

Re: 7,62 High Calibre .ACT files

So it seems to import fine, and exporting works, but the model doesn't load in the game. yeah importing is one thing but exporting has to be done a certain way so your game can read the file data properly. you will have to use Blender and that python script until a maxscript solution comes along be...
by Acewell
Fri Nov 18, 2016 2:07 pm
Forum: 3D/2D models
Topic: 7,62 High Calibre .ACT files
Replies: 6
Views: 1352

Re: 7,62 High Calibre .ACT files

mouzerball1000 wrote:This works as an importer: http://mofo.pns.to/wibs/#5
nice find! that should cover your *.x import/export needs :D
by Acewell
Fri Nov 18, 2016 1:53 pm
Forum: Compressed files and methods
Topic: SL01 Encryption? (Golden Time: Vivid Memories)
Replies: 7
Views: 2324

Re: SL01 Encryption? (Golden Time: Vivid Memories)

according to MrAdults it should be able to handle all of them and you should
upload any that won't work so he might update his plugin if he feels up to it,
but i was mainly referring to the samples provided in this thread when i posted. :)
by Acewell
Fri Nov 18, 2016 9:39 am
Forum: 3D/2D models
Topic: 7,62 High Calibre .ACT files
Replies: 6
Views: 1352

Re: 7,62 High Calibre .ACT files

looks like your sample is just a directx .x model, you should be able to change the extension from act to x and import it directly to 3ds max. there is a older .x import plugin for 3ds max here that might work for you http://www.maxplugins.de/r2_files/alf/dximport.zip found that link here http://ans...
by Acewell
Fri Nov 18, 2016 8:32 am
Forum: Compressed files and methods
Topic: SL01 Encryption? (Golden Time: Vivid Memories)
Replies: 7
Views: 2324

Re: SL01 Encryption? (Golden Time: Vivid Memories)

Noesis also has native support to open those decompressed gxt textures :D
by Acewell
Fri Nov 18, 2016 5:08 am
Forum: Game Archive
Topic: The Evil Within (*.bimage) HELP
Replies: 6
Views: 2154

Re: The Evil Within (*.bimage) HELP

okay i updated both the Noesis python script and the bms script to support dxt1 :D
by Acewell
Thu Nov 17, 2016 3:45 am
Forum: Graphic file formats
Topic: Wolfenstein The Old Blood bimage convert
Replies: 19
Views: 6581

Re: Wolfenstein The Old Blood bimage convert

Nice work, so the secret is they are 8-bit Alpha? :o Photoshop opens your dds file as "Alpha 1/8" and i see where the alpha channel is the only one with anything in it, the RGB channels are all black. ok i fixed my Noesis python script to open "Alpha 1/8" or "8-bit alpha&quo...
by Acewell
Tue Nov 15, 2016 12:46 pm
Forum: Graphic file formats
Topic: Marc's Ecko Getting Up's *.st
Replies: 9
Views: 3517

Re: Marc's Ecko Getting Up's *.st

your brickwall01.st shows the size as 653 kb when it should be 33 kb. i don't know what you did to the image but if you reuse the original st header then you must keep the same size, format and dimensions or you may have to modify the st header data, problem there is we don't know what each byte in ...
by Acewell
Tue Nov 15, 2016 3:56 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

of course! you can use Hex2obj to get the meshes but would no doubt be easier with a script or tool :)