maybe comment out the line where it says "endian big" with a "#" and try it again
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- Thu Oct 13, 2016 8:51 pm
- Forum: 3D/2D models
- Topic: Street Fighter x Tekken
- Replies: 56
- Views: 20149
Re: Street Fighter x Tekken
from your screenshot it looks like the main difference is the endianess,
maybe comment out the line where it says "endian big" with a "#" and try it again
maybe comment out the line where it says "endian big" with a "#" and try it again
- Thu Oct 13, 2016 5:19 am
- Forum: 3D/2D models
- Topic: Wangan Midnight [Need Help Reversing]
- Replies: 318
- Views: 188173
- Thu Oct 13, 2016 5:09 am
- Forum: 3D/2D models
- Topic: Final Fire (export 3d)
- Replies: 2
- Views: 1780
Re: Final Fire (export 3d)
Now the game encrypts .dds .... http://www.mediafire.com/file/kit368lowjig3b5/FFm_new.rar i made a Noesis python script to open your new dds texture samples :D tex_FinalFire_dds.zip supports dxt1 and dxt5 the image data is still dxt just with a custom header the first 4 bytes of the header is the X...
- Thu Oct 13, 2016 3:16 am
- Forum: 3D/2D models
- Topic: Wangan Midnight [Need Help Reversing]
- Replies: 318
- Views: 188173
Re: Wangan Midnight [Need Help Reversing]
okay i updated the script in my previous post to support your new samples
it turns out to also work with the txd sample for "S.C.A.R.: Squadra Corse Alfa Romeo" from this thread
viewtopic.php?f=16&t=14302&p=118368
it turns out to also work with the txd sample for "S.C.A.R.: Squadra Corse Alfa Romeo" from this thread
viewtopic.php?f=16&t=14302&p=118368
- Thu Oct 13, 2016 12:34 am
- Forum: 3D/2D models
- Topic: Wangan Midnight [Need Help Reversing]
- Replies: 318
- Views: 188173
Re: Wangan Midnight [Need Help Reversing]
Here are the .... car's .txd file. http://www.mediafire.com/file/fvzbpdetx1prr13/battlegear4.rar i made a Noesis python script for fun to open your txd sample :D tex_BattleGear4_txd.zip supports dxt1, dxt3, dxt5 and rgba32 theres a chance a may not work with other txd files from your game, but if y...
- Tue Oct 11, 2016 11:49 pm
- Forum: Graphic file formats
- Topic: game MasterRallye 2001 "filename"-tga.dxt
- Replies: 14
- Views: 5813
Re: game MasterRallye 2001 "filename"-tga.dxt
here is the Noesis python script to open the dxt textures
supports bgra32 image data
- Mon Oct 10, 2016 11:39 pm
- Forum: Game Archive
- Topic: LinkRealms pak files
- Replies: 4
- Views: 1066
- Mon Oct 10, 2016 11:03 pm
- Forum: 3D/2D models
- Topic: Hellboy: Science of Evil PS3/KROME models
- Replies: 22
- Views: 8841
Re: Hellboy: Science of Evil PS3/KROME models
A row of this table contains starting face number and number of faces for this material part. But each material may cover different parts of the model, so there's actually a linked list inside of that table that will contain data for each part ... you can just put all parts of given material into o...
- Mon Oct 10, 2016 7:36 pm
- Forum: 3D/2D models
- Topic: Hellboy: Science of Evil PS3/KROME models
- Replies: 22
- Views: 8841
Re: Hellboy: Science of Evil PS3/KROME models
i can't find any of this submesh information, where in the mdl or mdg file are you seeing this data?daemon1 wrote:..... it really has submeshes for each material....
can you please use the abe files as example and tell me where the offset to this data is so i know what to look for?
- Sun Oct 09, 2016 7:07 pm
- Forum: Graphic file formats
- Topic: game MasterRallye 2001 "filename"-tga.dxt
- Replies: 14
- Views: 5813
Re: game MasterRallye 2001 "filename"-tga.dxt
your sample is 128x128 rgba32 image with a 20 byte header, the 2nd integer might be format and the 4th and 5th integers are width and height
if you can upload more varying samples i will assemble a Noesis python script.
if you can upload more varying samples i will assemble a Noesis python script.
- Fri Oct 07, 2016 9:08 pm
- Forum: 3D/2D models
- Topic: SWBF3 Ninja Ripper - Star Destroyer UV issues
- Replies: 2
- Views: 1191
Re: SWBF3 Ninja Ripper - Star Destroyer UV issues
you mean Dice SWBF
it looks like this rip file has 2 UV sets the UVs on the left are at position 60/64
the UVs on the right are at position 68/72 and match your sample texture
i think 68/72 would be 17 and 18 for U and V in the plugin setting
it looks like this rip file has 2 UV sets the UVs on the left are at position 60/64
the UVs on the right are at position 68/72 and match your sample texture
i think 68/72 would be 17 and 18 for U and V in the plugin setting
- Thu Oct 06, 2016 3:17 pm
- Forum: Website
- Topic: Downloads missing from tools blog
- Replies: 2
- Views: 5892
Downloads missing from tools blog
Hi Mr.Mouse, i am just letting you know all or most file downloads are missing from the tool blog in case there is a chance they can be restored. When you click on "Download" you get this message "File does not exist. Make sure you specified correct file name." :eek: http://forum...
- Wed Oct 05, 2016 5:00 pm
- Forum: Graphic file formats
- Topic: Zeptolab Games .raw files
- Replies: 1
- Views: 961
Re: Zeptolab Games .raw files
zlib compressed, use offzip to get headerless rgba32(?) 280x4024(?) image data
Code: Select all
offzip -a -z -15 omnom_1536_2048.raw c:\offzip- Mon Oct 03, 2016 5:22 pm
- Forum: Code Talk
- Topic: Header Renamer? (quickbms)
- Replies: 6
- Views: 2435
Re: Header Renamer? (quickbms)
try this, didn't have any of your samples to test it on (: get MAGIC long get VERSION byte if VERSION == 0x55 #".XETU" get NAME filename set MEMORY_FILE binary "\x00\x58\x45\x54\x56" #".XETV" log NAME 0 0x5 MEMORY_FILE append get SIZE asize math OFFSET = 0x5 math SIZE -...
- Sun Oct 02, 2016 9:48 pm
- Forum: Code Talk
- Topic: Header Renamer? (quickbms)
- Replies: 6
- Views: 2435
Re: Header Renamer? (quickbms)
...the reason it needs to be set to "V" is because noesis and other texture viewers are only setup to read ".XETV" if you have a Noesis script to open these textures i could just modify the type checking in it to accept them, so no need for bms script here :D I replaced idstring...
