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Search found 1031 matches

by Bigchillghost
Sun Sep 09, 2018 11:09 am
Forum: 3D/2D models
Topic: Colin McRae Rally 3 .TAG and track model files
Replies: 17
Views: 4316

Re: Colin McRae Rally 3 .TAG and track model files

Doesn't work with my Max version. Hadn't you tried that?
by Bigchillghost
Sun Sep 09, 2018 10:19 am
Forum: 3D/2D models
Topic: Colin McRae Rally 3 .TAG and track model files
Replies: 17
Views: 4316

Re: Colin McRae Rally 3 .TAG and track model files

Did you take a look at the samples I attached? I.e. the .STAG and others? No, I didn't. I just take a quick glance on the big archives and made a compatible unpacker. It's the tag format that interests me. And my research on its geometry format is done. They seem to be similar to the .P3D stuff Mic...
by Bigchillghost
Sun Sep 09, 2018 9:46 am
Forum: 3D/2D models
Topic: Colin McRae Rally 3 .TAG and track model files
Replies: 17
Views: 4316

Re: Colin McRae Rally 3 .TAG and track model files

Some files actually use the same format as the big files even they're with a different extension, like all the files from your Auspod sample. Just in case it's needed: bigfUnpacker.rar As for the models, it's really inconvenient to extract them with Hex2obj since they're unpacked as different part, ...
by Bigchillghost
Sun Sep 09, 2018 5:02 am
Forum: 3D/2D models
Topic: Colin McRae Rally 3 .TAG and track model files
Replies: 17
Views: 4316

Re: Colin McRae Rally 3 .TAG and track model files

The TAG/tag archive format is simple.
Here's a BMS script to unpack the TAG/tag files:
tagUnpacker.rar
Do you have problems with the *.big archives?
by Bigchillghost
Sat Sep 08, 2018 4:52 pm
Forum: 3D/2D models
Topic: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)
Replies: 140
Views: 48516

Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)

Asphalt 9: Legends jtex / jmodel convertor for the Android / iOS version game. Features : I. Jmodel to FBX convertion: - The first released tool using my binary FBX builder which reduces size of the resulting file. - Multiple UV channels support: mesh name is followed by UV channel count. Second UV ...
by Bigchillghost
Wed Sep 05, 2018 1:02 pm
Forum: Tutorials
Topic: Analyzing and Extracting a Game Model
Replies: 24
Views: 26108

Re: Analyzing and Extracting a Game Model

but i just found only very small buffers unlikely for the tutorial model you used Usually I just ignore any meshes with less than 4 pages of indices in an hex editor. Try finding a larger face buffer and return to the first one later if necessary. also because i cant look for 0,1,2,ecc i dont reall...
by Bigchillghost
Wed Sep 05, 2018 3:04 am
Forum: Tutorials
Topic: Analyzing and Extracting a Game Model
Replies: 24
Views: 26108

Re: Analyzing and Extracting a Game Model

i dont know if buffer is the right word to indicate it It's OK to use that word. :) maybe it's dWord but im not sure because for the vertexs in both ways seemed to work fine. I guess you're reffering to the "Word"/"dWord" button of hex2obj? That's for face indices data types and...
by Bigchillghost
Tue Sep 04, 2018 5:12 am
Forum: Game Archive
Topic: Aggressive Inline Level Files
Replies: 4
Views: 1319

Re: Aggressive Inline Level Files

g00dman wrote: https://mega.nz/#!5J1i0CgJ!xrPDe6ik5oYz ... NWbjy_3JsI
Invalid link.
by Bigchillghost
Sat Aug 25, 2018 7:06 am
Forum: Tutorials
Topic: Analyzing and Extracting a Game Model
Replies: 24
Views: 26108

Re: Analyzing and Extracting a Game Model

I'm not very familiar with these terms It's important to understand the concepts of these data types and you must be able to read the values of the integers. That's the basic requirement. but it's not clear what you mean by "face buffer" It's just a term in computer science though it's pl...
by Bigchillghost
Fri Aug 24, 2018 2:17 pm
Forum: Tutorials
Topic: Analyzing and Extracting a Game Model
Replies: 24
Views: 26108

Re: Analyzing and Extracting a Game Model

my problem is how I have to read all the data in front of me. Are you familiar with the terms of different data types described here ? It is not clear to me how I can recognize the point at which the vertices begin. When you find the first face buffer, scroll down to where the table changed. Then m...
by Bigchillghost
Tue Aug 21, 2018 3:35 am
Forum: 3D/2D models
Topic: Monster Hunter World Textures
Replies: 7
Views: 4566

Re: Monster Hunter World Textures

There were just a few completely corrupt textures. Some normals with massive chunks missing that when ninja ripped were completely fine. So I'm guessing there is an issue with the way the script works. There's only one such image in the sample files you uploaded. Edit: Checked that file but the iss...
by Bigchillghost
Sat Aug 18, 2018 5:24 am
Forum: 3D/2D models
Topic: Monster Hunter World Textures
Replies: 7
Views: 4566

Re: Monster Hunter World Textures

Do you know why some textures would come out oblong in the preview or low res? They still seem to match up to the UV's because they are just stretched but they seem low res. They're not low res. That's how they were. The main goal is ripping all of them Otherwise why would I write you a script?
by Bigchillghost
Fri Aug 17, 2018 1:30 pm
Forum: 3D/2D models
Topic: Monster Hunter World Textures
Replies: 7
Views: 4566

Re: Monster Hunter World Textures

Here's a Noesis script to convert the sample images you uploaded:
tex_MonsterHunterWorld_TEX.rar
by Bigchillghost
Wed Aug 15, 2018 10:50 am
Forum: Tutorials
Topic: Writing an Obj Convertor in C
Replies: 8
Views: 9949

Re: Writing an Obj Convertor in C

Compile the above code with VS and you'll get the executable. Its original name is "Nif2Obj.exe". You can also get a binary here . Drag and drop a nif file onto the exe, or run a cmd file containing the following commands @echo off for %%f in (*.nif) do Nif2Obj.exe "%%f" pause an...
by Bigchillghost
Wed Aug 15, 2018 10:48 am
Forum: Tutorials
Topic: Writing an Obj Convertor in C
Replies: 8
Views: 9949

Re: Writing an Obj Convertor in C

When that is done we can call it in the main() function when we find a mesh group: int main(int argc, char *argv[]) { FILE *fpXPR; // Pointer to XPR file WORD m = 0; // Counter for FileID ULONG32 filesize; // Searching scope ULONG32 MAGIC; // Marker BYTE Flag = 0; // Flag to skip useless SFX element...