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by FurryFan
Sun Jul 09, 2017 11:48 pm
Forum: Graphic file formats
Topic: Playstation 2 64 and 16 Color Bitmaps
Replies: 1
Views: 1096

Playstation 2 64 and 16 Color Bitmaps

I know how to convert 256 color bitmaps, but I am stumped at 64 color pallets and 16 color pallets for example: 56 8C AA 80 B6 CB D6 80 9E B5 C2 80 41 80 A4 80 6D B0 D0 80 6B A3 BF 80 7A B3 CE 80 43 8B B2 80 CC D7 D9 80 40 7A 9C 80 88 C0 DA 80 AE B5 BA 80 98 CC E4 80 88 A5 B6 80 E2 E4 E4 80 50 94 B8...
by FurryFan
Thu Jun 04, 2015 6:05 pm
Forum: 3D/2D models
Topic: Champions: Return to Arms VIF models
Replies: 19
Views: 9953

Re: Champions: Return to Arms VIF models

NicotineCaffeine wrote:Uh... Not exactly the data from the action replay, let's say that i've extracted the data from the fake memory card of the pcsx2.. But i guess inside, when i extract it and save as max in the end is the same, right?
Yes that is fine. Use this tool:
http://www.csclub.uwaterloo.ca:11068/mymc/
by FurryFan
Fri May 29, 2015 6:48 pm
Forum: 3D/2D models
Topic: Champions: Return to Arms VIF models
Replies: 19
Views: 9953

Re: Champions: Return to Arms VIF models

Guess what ibrown, it is easy to modify the game a little bit by doing the following: Purchase an Action Replay Max/EVO. This allows you to transfer game saves to a USB drive. Then you can use the tool called "PS2 Save Builder" to extract the game save, and then edit it in cheat engine an...
by FurryFan
Thu Apr 23, 2015 10:28 pm
Forum: 3D/2D models
Topic: Haunting Ground Vertexes
Replies: 9
Views: 3250

Re: Haunting Ground Vertexes

Is "shortall signed" the same as 2ByteSigned? should be. The scaling/dividing factor may be different. Also I don't understand how someimtes you get meshes that look like nothing (in your first point), but other times look like something like in your last post. Don't understand it, too. H...
by FurryFan
Thu Apr 23, 2015 2:28 pm
Forum: 3D/2D models
Topic: Haunting Ground Vertexes
Replies: 9
Views: 3250

Re: Haunting Ground Vertexes

I didn't say that it's not signed short. As you can see the above point cloud is drawn using them. Here's another promissing structure using "ShortAll" (signed): FIW_000.JPG Is "shortall signed" the same as 2ByteSigned? Also I don't understand how someimtes you get meshes that l...
by FurryFan
Wed Apr 22, 2015 11:53 pm
Forum: 3D/2D models
Topic: Haunting Ground Vertexes
Replies: 9
Views: 3250

Re: Haunting Ground Vertexes

So shakotay2, what do you think it is then if it is not 2Byte Signed?
by FurryFan
Wed Apr 22, 2015 7:23 pm
Forum: 3D/2D models
Topic: Haunting Ground Vertexes
Replies: 9
Views: 3250

Re: Haunting Ground Vertexes

I made a cleaner version of the script with real variable names here: http://ps23dformat.wikispaces.com/file/view/Haunting_updated.bms But I thank you got confused by looking at the outputted 3ds files. There are lots of zeros because the game uses what I think are 2ByteSigned Integers for the verte...
by FurryFan
Tue Apr 21, 2015 10:10 pm
Forum: 3D/2D models
Topic: Haunting Ground Vertexes
Replies: 9
Views: 3250

Haunting Ground Vertexes

I'm having a hard time, figuring out the format of the vertexes. I'm now thinking that they might be half-floats instead of signed integers, what do you guys think? Here is a sample file: http://ps23dformat.wikispaces.com/file/view/FIW_000.PCK Here is what I know about the format: 4ByteInteger#ofFil...
by FurryFan
Fri Jan 23, 2015 10:39 pm
Forum: Compressed files and methods
Topic: Sly Cooper and the Thievius Raccoonus .WAL extractor?
Replies: 7
Views: 5624

Re: Sly Cooper and the Thievius Raccoonus .WAL extractor?

frogz2007 wrote:Marvelous work! Now, there's another problem; The full game has the SLY.WAC and SLY.WAL files hidden in the ISO. Example: Open the ISO and they won't be there.
Looks good, I'm sending you a PM
by FurryFan
Thu Apr 10, 2014 12:36 pm
Forum: 3D/2D models
Topic: [Release] Cabela's Big Game Hunter 2012 (PS3 and WII)
Replies: 2
Views: 3586

Re: [Release] Cabela's Big Game Hunter 2012 (PS3 and WII)

aluigi wrote:that script has an invalid command, replace:

Code: Select all

If (FilePack & 0x80000000) != 0 Then
with

Code: Select all

If FilePack & 0x80000000
Thank you. I fixed it.
by FurryFan
Fri Dec 06, 2013 7:29 pm
Forum: Game Archive
Topic: Please help me with these files
Replies: 1
Views: 1460

Re: Please help me with these files

This game uses a modified Unreal Engine which is why the meshes don't load in Unreal Engine based software. Here is a script that works on SOME of the .EMFXMesh files (It works on some NPC/Character meshes). I used GameExtractor to extract the mesh files from the UEM files. When the script asks you ...
by FurryFan
Thu Nov 21, 2013 12:27 am
Forum: 3D/2D models
Topic: [Request] Cabela's Dangerous Hunts - 2013 .msh Format
Replies: 8
Views: 5515

Re: [Request] Cabela's Dangerous Hunts - 2013 .msh Format

Nice work. By the way the textures are all .DDS. Also for anyone that wants to make mods: Extract ALL of the .CRF files into the same directory as dh_2013_demo.exe (or the .exe file from the full game). Then delete archive_list.rmf The game will then load the extracted files, which you can then mod....
by FurryFan
Mon Oct 07, 2013 2:40 am
Forum: 3D/2D models
Topic: Haunting Ground .PCK format
Replies: 11
Views: 5722

Re: Haunting Ground .PCK format

It may be the Japanese Characters (I had this problem with Chinese characters), or it may be the same problem the other user had (his PM did not mention the exact reason), so you should also try contacting him/her. I would also recommend the following: Have someone that you know very well that has a...
by FurryFan
Mon Oct 07, 2013 12:47 am
Forum: 3D/2D models
Topic: Haunting Ground .PCK format
Replies: 11
Views: 5722

Re: Haunting Ground .PCK format

Thanks for your response furryfan, but why its not work? i use command prompt as you said but quickbms found nothing. Or maybe im doing wrong step? Here's a screenshot http://img842.imageshack.us/img842/1615/bmserror.png You used D: for your output file. Change it to something else like C:\sample T...
by FurryFan
Fri Oct 04, 2013 8:02 pm
Forum: 3D/2D models
Topic: [Request] Dark Cloud Model Converter
Replies: 9
Views: 7210

Re: [Request] Dark Cloud Model Converter

Here is a quickbms script that converts all of the models in Dark Cloud 2 (and will work on some of the models in Dark Cloud 1). Use the script on the Data.dat http://ps23dformat.wikispaces.com/file/view/DC2lochnessthing.jpg http://ps23dformat.wikispaces.com/file/view/DarkCloud2PS2datadatTo3DS.bms S...