The only attempt to decompress these files was made in 2005 (I believe that this is the compression method, because both textures and models are in this format)
Here some samples of the file:
https://drive.google.com/file/d/0B4uKIP ... sp=sharing (model)
https://drive.google.com/file/d/0B4uKIP ... sp=sharing (texture)
and some kind of resources (I really don't know what kind of resources it is)
https://drive.google.com/file/d/0B4uKIP ... sp=sharing
Any ideas how to decompress these files?
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Battle Engine Aquila (.aya)
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Notfounded
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Re: Battle Engine Aquila (.aya)
use offzip:
Finds 4 valid zip blocks in 110_res_PC.aya)
Use forum search on how to use offzip.
Use forum search on how to use offzip.
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Some things will never change.
"You quoted the whole thing, what a mess."
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Some things will never change.
"You quoted the whole thing, what a mess."
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Notfounded
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Re: Battle Engine Aquila (.aya)
Thank you!shakotay2 wrote:use offzip: Finds 4 valid zip blocks in 110_res_PC.aya)
Use forum search on how to use offzip.
After editing of textures i want to use them in game
Is it possible to compress them in this format using packzip? (I try to compress with original offset but it don't work. Did i do something wrong?)
- shakotay2
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Re: Battle Engine Aquila (.aya)
dunno.Notfounded wrote:Did i do something wrong?)
Talking about the "meshtex...aya"?
Guess you'll need to know the meaning of its first four bytes: E7 C3 02 00
Thought it were the uncompressed size but seems it's not.
(78 9C marks the start of zip-compressed data)
I would suggest to compress the unchanged dds and compare it to the original .aya in a hexeditor.
This might give you an idea what's going wrong with your proceeding.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Some things will never change.
"You quoted the whole thing, what a mess."
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Some things will never change.
"You quoted the whole thing, what a mess."
-
Notfounded
- ultra-n00b
- Posts: 4
- Joined: Sun Nov 30, 2014 1:12 pm
- Has thanked: 1 time
Re: Battle Engine Aquila (.aya)
The new file has a different size and when I compared it and the old file through the hex editor and found that they're different, I tried to edit the beginning of a new file, so it was like at the beginning of the old file (or even copy it)shakotay2 wrote:dunno.Notfounded wrote:Did i do something wrong?)
Talking about the "meshtex...aya"?
Guess you'll need to know the meaning of its first four bytes: E7 C3 02 00
Thought it were the uncompressed size but seems it's not.
(78 9C marks the start of zip-compressed data)
I would suggest to compress the unchanged dds and compare it to the original .aya in a hexeditor.
This might give you an idea what's going wrong with your proceeding.
But new file still don't works.
I think it is because game uses different zlib version (11 Marth 2002) (I do not quite understand the theme about file compression. Because of this, I can not find any other reason.)
