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Search found 77 matches
- Thu Jan 10, 2013 7:27 pm
- Forum: Game Archive
- Topic: ArcheAge Online
- Replies: 131
- Views: 70230
Re: ArcheAge Online
Is the key still valid for the current version? i tried uncommenting out the line and replacing it with encryption aes_128_cbc "\xFA\x51\xFD\x28\x6E\xCE\x37\x67\xEC\x09\xF6\x04\x48\x08\x24\x04" and it did not work
- Thu Jun 07, 2012 4:34 pm
- Forum: Game Archive
- Topic: [Request] Guild Wars 2 DAT
- Replies: 284
- Views: 106389
Re: [Request] Guild Wars 2 DAT
think you could post the base ids for the meshes making up that necro? interested in cross referencing them, see if we can find where those are defined at
- Thu May 24, 2012 5:58 pm
- Forum: Game Archive
- Topic: [Request] Guild Wars 2 DAT
- Replies: 284
- Views: 106389
Re: [Request] Guild Wars 2 DAT
I'll say this, you arent just going to stumble upon the item/recipe/skill data. Anet did a good job making it very hard to access
- Wed May 09, 2012 6:17 am
- Forum: Game Archive
- Topic: [Request] Guild Wars 2 DAT
- Replies: 284
- Views: 106389
Re: [Request] Guild Wars 2 DAT
mind pming me the info? ill def help out where i can
- Thu Mar 29, 2012 9:53 pm
- Forum: Game Archive
- Topic: [Request] Guild Wars 2 DAT
- Replies: 284
- Views: 106389
Re: [Request] Guild Wars 2 DAT
oh im not even worrying with the .dat for now, I got all the files extracted and categorized, so i dont even access the .dat in my app for now, i was talking about that one specific file you posted w/ the map names
- Wed Mar 28, 2012 3:32 pm
- Forum: Game Archive
- Topic: [Request] Guild Wars 2 DAT
- Replies: 284
- Views: 106389
Re: [Request] Guild Wars 2 DAT
i havent done any real work on gw1, so im not sure how the ARMFARMF file compares to gw1, if it even existed in gw1. didnt get a chance to finish it last night, but looks to be a header, a count of entries, and then for each entry 20 bytes of data, then null padded unicode strings for each entry
- Tue Mar 27, 2012 9:29 pm
- Forum: Game Archive
- Topic: [Request] Guild Wars 2 DAT
- Replies: 284
- Views: 106389
Re: [Request] Guild Wars 2 DAT
also im almost done figuring out the basic structure of that file, so ill post it once im done
- Tue Mar 27, 2012 9:15 pm
- Forum: Game Archive
- Topic: [Request] Guild Wars 2 DAT
- Replies: 284
- Views: 106389
Re: [Request] Guild Wars 2 DAT
thx for posting those nimba. ive been working on gw2 since i got a hold of the last beta test client, i basically went the same route as other people suggested, and i downloaded all the files uncompressed, and i have an app that does some categorization and displays them, so i can see textures, stri...
- Tue Mar 27, 2012 6:26 pm
- Forum: Game Archive
- Topic: [Request] Guild Wars 2 DAT
- Replies: 284
- Views: 106389
Re: [Request] Guild Wars 2 DAT
and can you post that file? it looks very similar to file #13, except mine ends with
buildId.records.....<...............3...............*...........................baseId.fileId.size.PackAssetManifestRecordV0.PackAssetManifestV0................FOOT
and has no plain text map names or anything
buildId.records.....<...............3...............*...........................baseId.fileId.size.PackAssetManifestRecordV0.PackAssetManifestV0................FOOT
and has no plain text map names or anything
- Tue Mar 27, 2012 5:50 pm
- Forum: Game Archive
- Topic: [Request] Guild Wars 2 DAT
- Replies: 284
- Views: 106389
Re: [Request] Guild Wars 2 DAT
what file # is that?
- Fri Feb 24, 2012 6:08 pm
- Forum: Game Archive
- Topic: Star Wars - The Old Republic - Beta
- Replies: 719
- Views: 302659
Re: Star Wars - The Old Republic - Beta
the way i process the new gom is to load up the old and new version, and when i load up the old version i cache the field ids -> name, so i can have nice field names with the new gom
- Mon Dec 26, 2011 8:16 pm
- Forum: 3D/2D models
- Topic: Star Wars - The Old Republic - Beta - GR2 model
- Replies: 159
- Views: 57405
Re: Star Wars - The Old Republic - Beta - GR2 model
hey so im still working on getting my extractor done, but i can post that Privateer helped me figure out the tex coords, and if you use C#, the XNA class HalfSingle handles them just fine. The main thing im working on now is that some models have different lengths for the vertex block, some are 32 b...
- Sat Dec 17, 2011 9:59 pm
- Forum: Game Archive
- Topic: Star Wars - The Old Republic - Beta
- Replies: 719
- Views: 302659
Re: Star Wars - The Old Republic - Beta
edit:scratch that, was trying to load an old build, i have like 7 copies of swtor installed
- Sat Dec 17, 2011 7:21 pm
- Forum: Game Archive
- Topic: Star Wars - The Old Republic - Beta
- Replies: 719
- Views: 302659
Re: Star Wars - The Old Republic - Beta
has anyone else gotten that nodeviewer to work? just crashes for me
- Tue Dec 13, 2011 1:09 am
- Forum: 3D/2D models
- Topic: Star Wars - The Old Republic - Beta - GR2 model
- Replies: 159
- Views: 57405
Re: Star Wars - The Old Republic - Beta - GR2 model
it doesnt seem like that is the mesh count, as im finding meshes with a value of 0 there, that have values in the other spots you mentioned and i have imported the first mesh and its def valid