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by Pingu
Mon Nov 19, 2018 6:00 am
Forum: 3D/2D models
Topic: MDK (PC 1997) 3d models and 2d sprites
Replies: 9
Views: 1344

Re: MDK (PC 1997) 3d models and 2d sprites

From a quick glance I can say that the *.SNI is just embeded wav files (I'll write a parser for that tomorrow) since the format is really easy. For *.MTI contains materials (could be the textures?) and the *.BNI seems to have mesh data, since I found this point cloud in submesh "Head" on the first C...
by Pingu
Thu Oct 25, 2018 4:08 am
Forum: 3D/2D models
Topic: Star Wars: Clone Wars Adventures (*.dme)
Replies: 51
Views: 6395

Re: Star Wars: Clone Wars Adventures (*.dme)

Sorry for the bump.... If anyone knows which archives the sound files would be stored in for this game, please PM me. Thanks!
by Pingu
Sat Sep 29, 2018 5:28 am
Forum: Game Archive
Topic: Muppet Treasure Island .MPL
Replies: 2
Views: 429

Re: Muppet Treasure Island .MPL

If it's so simple, then why not extract it yourself? You're more than capable of doing so if it's that "easy". Don't expect others to do all the work for you.
by Pingu
Sat Sep 01, 2018 4:11 am
Forum: Game Archive
Topic: Factor 5 .DAT? (Gamecube)
Replies: 3
Views: 662

Re: Factor 5 .DAT? (Gamecube)

Most likely a raw image. Loading it into texture finder using RGBA8888 shows an outline of what looks like a texture:
Image
by Pingu
Mon Aug 20, 2018 3:41 am
Forum: Graphic file formats
Topic: DXGI ASTC .dds?
Replies: 10
Views: 1297

Re: DXGI ASTC .dds?

You appended the header to use DXT10. Noesis should support this.
by Pingu
Mon Aug 20, 2018 3:40 am
Forum: Game Archive
Topic: The Great Escape PC .sch files
Replies: 6
Views: 767

Re: The Great Escape PC .sch files

Provide samples, because no one can help you if you don't.
by Pingu
Sun Aug 19, 2018 5:57 pm
Forum: Graphic file formats
Topic: DXGI ASTC .dds?
Replies: 10
Views: 1297

Re: DXGI ASTC .dds?

Using Noesis opens up the image, but it appears to be just white.

Image
by Pingu
Sun Aug 19, 2018 3:36 am
Forum: Graphic file formats
Topic: DXGI ASTC .dds?
Replies: 10
Views: 1297

Re: DXGI ASTC .dds?

I don't understand where the enum is supposed to occur. If it's the first byte then it is BC5, because that's what lines up with the provided enumeration structure.
by Pingu
Fri Aug 17, 2018 9:51 pm
Forum: Graphic file formats
Topic: Aeon Flux *.TEX
Replies: 1
Views: 541

Re: Aeon Flux *.TEX

Little update: I found a little doc containing the specifics of a DDS header. I mostly understand how to build the header of one now(Woo-hoo!). I'm not worried about mip-mapping necessarily because I only care for the main texture anyway, and mip-maps can be auto-generated anyways. So now all I need...
by Pingu
Fri Aug 17, 2018 8:15 pm
Forum: Graphic file formats
Topic: Dishonored 2 .edgeanim and .edgeskel
Replies: 1
Views: 626

Re: Dishonored 2 .edgeanim and .edgeskel

I would make a thread over in 3D/2D models as this is the Graphic file formats section, and these aren't graphic file formats.
by Pingu
Fri Aug 17, 2018 8:12 pm
Forum: Game Archive
Topic: Talisman Online unpack need help
Replies: 1
Views: 437

Re: Talisman Online unpack need help

Nobody can help you with a script unless you upload a sample file. Preferably, if the archive is big, use the QuickBMS file cutter to trim down important parts.
by Pingu
Fri Aug 17, 2018 8:08 pm
Forum: Game Archive
Topic: The Pagemaster (1994, PC) .DAT
Replies: 1
Views: 381

Re: The Pagemaster (1994, PC) .DAT

This segment of QuickBMS code can dump your files: do getdstring NAME 0x10 get SIZE long get OFFSET long get ADVANCE byte goto -1 0 SEEK_CUR log NAME OFFSET SIZE while ADVANCE != 0 Copy and paste this into a text file and run it on the archive with QuickBMS. Since there was no associated entry count...
by Pingu
Fri Aug 17, 2018 6:01 am
Forum: Graphic file formats
Topic: Aeon Flux *.TEX
Replies: 1
Views: 541

Aeon Flux *.TEX

Hey all, Started looking at this texture format and have already figured out what the format is for the most part. It is structured as so: Uint32 - texture enum//mipmap count (either or cause uncertain on how to count/find mip-maps yet.) Uint32 - Codec ID: 0xC = dxt3 0xE = ? another dxt compression ...
by Pingu
Tue Aug 07, 2018 5:16 am
Forum: 3D/2D models
Topic: Ape Escape 3 (.i3d) Help
Replies: 1
Views: 456

Re: Ape Escape 3 (.i3d) Help

It seems that all bone related data is stored in the beginning. I can tell you this: That after materials there are positions and possibly uvs. I can't figure out where the faces are. This is the only point cloud I got:
Image
by Pingu
Sat Aug 04, 2018 5:33 am
Forum: Game Archive
Topic: Flash Player Projector scripts.cst
Replies: 3
Views: 493

Re: Flash Player Projector scripts.cst

Don’t bother use this quickbms script:
http://aluigi.altervista.org/bms/shockwave.bms