Poll & Discussion: We wish the site to continue (Y/N)
Search found 41 matches
- Wed Dec 13, 2017 6:53 pm
- Forum: Game specific tools
- Topic: Heavy Rain Tool
- Replies: 41
- Views: 35696
Re: Heavy Rain Tool
I say "hiding" as an ignorant person who for longest time has just been concatenating segs together thinking those tails were too small to be anything :) meanwhile... that compression is insane. A huge thanks to you and your brilliant work on ur tools, u smashed it ;) if only u knew how lo...
- Wed Dec 13, 2017 4:58 pm
- Forum: Game specific tools
- Topic: Heavy Rain Tool
- Replies: 41
- Views: 35696
Re: Heavy Rain Tool
some of the HR mesh locations:- (left id = sequential index / right hex = sdat absolute offset in particularbigfile if i recall)
https://pastebin.com/9xF1Edjm
https://pastebin.com/9xF1Edjm
- Wed Dec 13, 2017 4:38 pm
- Forum: Game specific tools
- Topic: Heavy Rain Tool
- Replies: 41
- Views: 35696
Re: Heavy Rain Tool
DataContainer structure reversed - working on the storyboard now, which links all the scenes. https://i.imgur.com/bw5pWBf.png . so glad to see someone actually pick this up again ;) and actually making progress, unlike my on and off dabbling for over a year getting nowhere slowly :D I managed to su...
- Sun Dec 10, 2017 8:23 pm
- Forum: 3D/2D models
- Topic: [PS3] GTA V .CDR 3D Drawables Reversing edge related
- Replies: 19
- Views: 4827
Re: [PS3] GTA V .CDR 3D Drawables Reversing edge related
k, its getting stuck on step 3, (deltas), but bulk of edges are already decompressed in step 1. the rest is just any index with value < 13 (or those numbers taking up only 4 bits) so remaining bytes would be stored in 6 to 10 bytes somewhere (i suspect is the last few bytes in file). anyway issue is...
- Sun Dec 10, 2017 2:08 pm
- Forum: 3D/2D models
- Topic: [PS3] GTA V .CDR 3D Drawables Reversing edge related
- Replies: 19
- Views: 4827
Re: [PS3] GTA V .CDR 3D Drawables Reversing edge related
First Step now a success
it required EdgeData to be array of shorts


- Sun Dec 10, 2017 1:59 pm
- Forum: 3D/2D models
- Topic: [PS3] GTA V .CDR 3D Drawables Reversing edge related
- Replies: 19
- Views: 4827
Re: [PS3] GTA V .CDR 3D Drawables Reversing edge related
my conversion is going horribly wrong, the whole pointer/value/size thing confuses daylights out of me, but here is first out of 4 steps, with sample Edges (original + compressed), if anyone more clued up on c++, would be greatful for some insight unsigned char original_EdgeIndex[315] = { 0x00, 0x00...
- Sun Dec 10, 2017 2:20 am
- Forum: 3D/2D models
- Topic: [PS3] GTA V .CDR 3D Drawables Reversing edge related
- Replies: 19
- Views: 4827
Re: [PS3] GTA V .CDR 3D Drawables Reversing edge related
It is most unfortunate there is little to none knowledge shared on the topic of PS EDGE Compression, ive been trying to figure out for ages, or even find a good and proper PS3 sdk release without missing code. and correct or more recent edgeLib source. Finally found a good 1.2 :D and it seems to be ...
- Sat Dec 09, 2017 4:51 pm
- Forum: 3D/2D models
- Topic: Havok binary files
- Replies: 105
- Views: 37250
Re: Havok binary files
Sorry for bringing up this topic again, but Im kinda stuck with a havok file here. I got a havok binary with the hk_2012.2.0-r1 header. However, none of the converters seem to work with it (even when renaming the header) and the original havok preview tool says something like "wrong platform&q...
- Sun May 01, 2016 7:33 pm
- Forum: Code Talk
- Topic: c# / Lua - 3D Coordinates DataTypes
- Replies: 0
- Views: 943
c# / Lua - 3D Coordinates DataTypes
Hi ! Im still a bit of a scrub when it comes to this, but how would I store the set of coordinates below:- as i understand it, they would appear as a series of floats (Half float ?) in the raw data, and one would then convert and store as array of doubles ? Im not familiar with, but in terms of typi...
- Mon Apr 25, 2016 10:40 pm
- Forum: Code Talk
- Topic: c# - DynamicLua - Few Q's
- Replies: 2
- Views: 1437
Re: c# - DynamicLua - Few Q's
In terms of an active Lua implementation for C#, I would recommend checking out MoonSharp: http://www.moonsharp.org/ The developer is active and the most recent update was pushed 2016-02-09 a In my opinion, it is one of the better implementations in terms of speed and optimization for Lua < > C#. H...
- Sat Apr 23, 2016 8:28 pm
- Forum: Code Talk
- Topic: c# - DynamicLua - Few Q's
- Replies: 2
- Views: 1437
c# - DynamicLua - Few Q's
Hi ! Hoping to ask advice of anyone that has more experience working with DynamicLua or similar library in c# - i think more c# related though... Persistence / referencing to or from other class/namespace:- From what i Understand about dynamic types (which is zero) they do not persist, and only acce...
- Wed Apr 20, 2016 11:53 pm
- Forum: Graphic file formats
- Topic: Fallout 4 DX10 Format
- Replies: 6
- Views: 3442
Re: Fallout 4 DX10 Format
there is a number of references on the subject but issue in my case i was scratching head for hours, meanwhile dm thing was compressed whole time lol. i eventually gave up trying and i might have borked this up, trying to account for what data i found,but hopefuilly easily fixedand maybe prove usefu...
- Wed Apr 20, 2016 5:49 am
- Forum: Game specific tools
- Topic: Beyond: Two Souls - Reversing | Porting (THAT'S ALL FOLKS?)
- Replies: 254
- Views: 178669
Re: Beyond: Two Souls - Reversing | Porting (THAT'S ALL FOLK
Its truly amazing what Hugo & comrades pulled off, sad im so late to the party, but my sincere thx Hugo for leaving some crumbs behind ^^ scattered about, and YT stuff. What hurts though is all the input & contributions by others that in a sense were lost to the world,or at least anyone outs...
- Wed Apr 20, 2016 1:43 am
- Forum: 3D/2D models
- Topic: Havok binary files
- Replies: 105
- Views: 37250
Havok hkPackedBinary BigEndian (PS3) Parsing
Hey Lads, my sincere gratitude for all your continued efforts & brilliant progress so far ! And a special thx to the original/current author of hkxPack java client (sgtJoe ?). I hope it's not too Off-Topic, but humbly requesting some brief advice or nudge in right direction WRT manual parsing of...
- Tue Nov 24, 2015 9:03 pm
- Forum: Game Archive
- Topic: Unity Build Scene files to Editor Scene files?
- Replies: 1
- Views: 946
Re: Unity Build Scene files to Editor Scene files?
ive been looking into this too , in a sense , moreso restoring original scenes / levels / editor in general from compiled, and what little i do know, if u do find a .unity file, it is more likely a type of bundle or unityraw file, and not necessarily in a useable state by editor, or in another such ...
