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Search found 1031 matches
- 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?
- 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...
- 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, ...
- 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: Do you have problems with the *.big archives?
Here's a BMS script to unpack the TAG/tag files: Do you have problems with the *.big archives?
- 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 ...
- 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...
- 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...
- Tue Sep 04, 2018 5:12 am
- Forum: Game Archive
- Topic: Aggressive Inline Level Files
- Replies: 4
- Views: 1319
Re: Aggressive Inline Level Files
Invalid link.g00dman wrote: https://mega.nz/#!5J1i0CgJ!xrPDe6ik5oYz ... NWbjy_3JsI
- 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...
- 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...
- 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...
- 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?
- 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:
- 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...
- 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...
