Search found 304 matches
- Sun Feb 07, 2021 11:56 pm
- Forum: Audio file formats
- Topic: X-COM Alliance .int sound file
- Replies: 8
- Views: 1331
Re: X-COM Alliance .int sound file
It might be useful if you can upload a sample of 1 or 2 files.
- Fri Feb 05, 2021 6:07 pm
- Forum: Audio file formats
- Topic: .bank audio files from celeste custom mods zip
- Replies: 4
- Views: 1059
Re: .bank audio files from celeste custom mods zip
Firstly, download QuickBMS: http://aluigi.altervista.org/quickbms.htm - save my bms script somewhere you'll remember. I usually put them in the same folder as the data file to be extracted. If you run QuickBMS from the exe, it'll ask you to select the script, then the file (bgm.dat), then an output ...
- Fri Feb 05, 2021 5:38 pm
- Forum: Audio file formats
- Topic: .bank audio files from celeste custom mods zip
- Replies: 4
- Views: 1059
Re: .bank audio files from celeste custom mods zip
If you use my attached QuickBMS script to extract the FSB file, you can then drop that extracted FSB file straight into Foobar and vgmstream can play/convert the files as required.
- Mon Feb 01, 2021 11:36 pm
- Forum: 3D/2D models
- Topic: Brute Force (XBOX 2003) - Models
- Replies: 18
- Views: 1347
Re: Brute Force (XBOX 2003) - Models
The index to the files is stored inside the .xmb files (which weren't in the uploaded data), and then it all becomes a bit clearer. So in objects-e01.xmb, for example, at offset 0xbfb you've got 0x290 for the faces and 0x26 vertices at 0xb8acc. Seems like each entry is 0x39 bytes. Parts of these xmb...
- Thu Jan 28, 2021 9:03 pm
- Forum: 3D/2D models
- Topic: Allods online updated final request
- Replies: 39
- Views: 4297
Re: Allods online updated final request
It's certainly an odd format. While it's easy to get the data for the vertices, UVs and faces, there doesn't seem to be anything obvious referring to the actual mesh parts. In the case of the MountCar file, there are several tables after the face data, each with 0x44 entries - I can see tables for w...
- Wed Jan 27, 2021 8:26 pm
- Forum: Audio file formats
- Topic: Mechassault 1 and 2 Extracted Audio Problems
- Replies: 18
- Views: 3517
Re: Mechassault 1 and 2 Extracted Audio Problems
I hadn't extracted that movies.mgf previously, but it does have some .xsb files that match those .hdxwb files - so you can get the filenames for the sfxstream and voice - if you rename those other .hdxwb files to just .xwb you can drop them straight into Foobar instead. I'd already written my script...
- Wed Jan 27, 2021 1:59 pm
- Forum: Audio file formats
- Topic: Mechassault 1 and 2 Extracted Audio Problems
- Replies: 18
- Views: 3517
Re: Mechassault 1 and 2 Extracted Audio Problems
The .xwb files are fine. You can extract mgf archives with my attached script, and then you can drop the xwb files into Foobar to get the sounds.
- Mon Jan 25, 2021 7:24 pm
- Forum: Audio file formats
- Topic: Tony Hawk's Project 8 .XMA Files
- Replies: 3
- Views: 799
Re: Tony Hawk's Project 8 .XMA Files
It looks to me that there's a couple of issues with the .wav file: Firstly, the codec is listed as 0x69 - it should be 0x165 for XMA, which is why you get "XMA code not found" error. Secondly, the header is shorter than it should be - for XMA the header should be 0x3c bytes, where the audio data sta...
- Mon Jan 25, 2021 6:41 pm
- Forum: Audio file formats
- Topic: Mechassault 1 and 2 Extracted Audio Problems
- Replies: 18
- Views: 3517
Re: Mechassault 1 and 2 Extracted Audio Problems
Yes, use this script and the attached .txth file for the sfxstream file.
- Sat Jan 23, 2021 4:13 am
- Forum: 3D/2D models
- Topic: hex2obj giving vertex count that is too high?
- Replies: 9
- Views: 701
Re: hex2obj giving vertex count that is too high?
Here's an initial basic Noesis script that should read the vertices and faces correctly from the text info supplied in the file.
You'll need to rename the files as *.bingeom for the script to work.
You'll need to rename the files as *.bingeom for the script to work.
- Sat Jan 23, 2021 2:20 am
- Forum: 3D/2D models
- Topic: hex2obj giving vertex count that is too high?
- Replies: 9
- Views: 701
Re: hex2obj giving vertex count that is too high?
Some more info: if you look at the end of the file, there is some text info that tells you how the data is stored. So in the attachment in the first post, you have this: {"type":"PolyMesh","faces":{"o":0,"l":1092,"b":1},"faceCount":{"o":1092,"l":4},"positions":{"o":1096,"l":2184},"colorMaps":{},"uvM...
- Wed Jan 20, 2021 1:37 pm
- Forum: 3D/2D models
- Topic: extract the model from super robot taisen og:INFINITE BATTLE
- Replies: 9
- Views: 993
Re: extract the model from super robot taisen og:INFINITE BATTLE
This is my script so far, if you want to test it out. Not sure if it's perfect, but hopefully it should work with most models.
- Tue Jan 19, 2021 2:09 pm
- Forum: 3D/2D models
- Topic: The Legend of Spyro: The Eternal Night models extraction
- Replies: 4
- Views: 387
Re: The Legend of Spyro: The Eternal Night models extraction
Here's my crappy initial Noesis script which should get the basic model data, with the faces. The file probably needs extensive parsing of the PS2's VIF data to get the full thing, for UVs and normals, etc. It's not perfect, but it's a start... It works similar to that Blender one, just as a test of...
- Mon Jan 18, 2021 8:39 pm
- Forum: 3D/2D models
- Topic: The Legend of Spyro: The Eternal Night models extraction
- Replies: 4
- Views: 387
Re: The Legend of Spyro: The Eternal Night models extraction
Can you upload 1 or 2 examples of the model files?
- Sun Jan 10, 2021 3:53 am
- Forum: 3D/2D models
- Topic: Haydee 2 (.mesh)
- Replies: 2
- Views: 373
Re: Haydee 2 (.mesh)
I've not looked in much detail, but I can see this object in one of the .mesh files. The data in those seems to start at 0x15c and each entry is 0x3c bytes (5038 vertices in this case). I can see vertices and UVs, not sure about most of the rest. The .skin file contains all the skeleton info, and .m...
