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by Chipicao
Sun Jul 27, 2014 2:14 pm
Forum: Game Archive
Topic: The Crew fat/dat archives
Replies: 188
Views: 85214

Re: The Crew fat/dat archives

@d875j Think again. To make the beta work you would have to modify the exe and bypass all the checks and connections it does with uplay and the game servers. That's a crack, so let's stop talking about this.

@Speeder Please do, I'm curious to see what you found.
by Chipicao
Sun Jul 27, 2014 1:24 pm
Forum: Game Archive
Topic: The Crew fat/dat archives
Replies: 188
Views: 85214

Re: The Crew fat/dat archives

Getting the beta to work after it has expired is like making a crack. Period.

Also, you don't need to quote my entire post just to reply to a single phrase. You're just making a mess...
by Chipicao
Sun Jul 27, 2014 9:57 am
Forum: Game Archive
Topic: The Crew fat/dat archives
Replies: 188
Views: 85214

Re: The Crew fat/dat archives

@MrYeah Nope. That's how this compression type works. You can see glimpses of file headers and plain-text file markers, but everything else is compressed. It was the same with Far Cry 3. Here, have a look at an unpacked xbg and how you see it in fc3_main.dat: http://thumbnails112.imagebam.com/34138/...
by Chipicao
Sat Jul 26, 2014 8:05 am
Forum: Game Archive
Topic: The Crew fat/dat archives
Replies: 188
Views: 85214

Re: The Crew fat/dat archives

@MrYeah they don't seem "plain" to me. At least in vehicles.dat I can't see any 3d geometry data. They are at least compressed. The fat header size is the same as Watch Dogs, posted by Ekey here , except it's FAT2 and version is 5 struct FATHeader { DWORD dwID; // 2TAF DWORD dwVersion; // ...
by Chipicao
Wed Jul 23, 2014 3:54 pm
Forum: Game Archive
Topic: Gameloft Custompak (obb unpacker)
Replies: 4
Views: 9980

Re: Gameloft Custompak (obb unpacker)

Thanks for the info. I renamed the script and made a few changes to get rid of that quickbms warning.

I tested it with The Dark Knight Rises for Android and it seems to extract both .obb and .gla archives.
by Chipicao
Wed Jul 23, 2014 6:39 am
Forum: 3D/2D models
Topic: Game import MAXScripts & tools
Replies: 312
Views: 219971

Re: Game import MAXScripts

Sorry, I uploaded the wrong file :) Re-download please.
by Chipicao
Tue Jul 22, 2014 8:29 pm
Forum: 3D/2D models
Topic: GT Racing 2
Replies: 23
Views: 9705

Re: GT Racing 2

by Chipicao
Tue Jul 22, 2014 8:28 pm
Forum: 3D/2D models
Topic: Game import MAXScripts & tools
Replies: 312
Views: 219971

Re: Game import MAXScripts

GT Racing 2 script released, link and description in first post. The BDAE format turned out to be pretty complex. Fairly easy to parse but very cumbersome. In theory I could adapt the script to work with any Gameloft game, but there are quite a few differences between bdae versions and it would take...
by Chipicao
Tue Jul 22, 2014 6:17 pm
Forum: Game Archive
Topic: The Crew fat/dat archives
Replies: 188
Views: 85214

The Crew fat/dat archives

The closed beta started today and it lasts until the 25th. Once again we have fat & dat pairs, with FAT2 header like in Far Cry 3. Dunia2 tools don't work, but with any luck they'll only need slight modifications. The game engine is suposedly called Babel . Not sure to what extent it might be a ...
by Chipicao
Tue Jul 22, 2014 6:55 am
Forum: Compressed files and methods
Topic: SWF lzma decompression
Replies: 3
Views: 2853

Re: SWF lzma decompression

Sounds like they're trying to make it sound more special than it is. :) Or maybe they meant to say the actual code is based on the 7-zip SDK? Here's what they say in the spec sheet : 0x5a, 0x57, 0x53 (“ZWS”). A ZWS indicates that the entire file after the first 8 bytes (that is, after the FileLength...
by Chipicao
Mon Jul 21, 2014 7:39 pm
Forum: Compressed files and methods
Topic: SWF lzma decompression
Replies: 3
Views: 2853

SWF lzma decompression

I ran into a bit of trouble trying to extract resources from some flash files. Both Flash Decompiler Trillix and Sothink SWF Decompiler said the files are corrupt. Turns out they just use lzma compression, implemented in SWF version 13. So here's a little script for decompression: idstring "ZWS...
by Chipicao
Sun Jul 20, 2014 6:09 am
Forum: 3D/2D models
Topic: Game import MAXScripts & tools
Replies: 312
Views: 219971

Re: Game import MAXScripts

Look for a file called PVRTexTool3DSMax2012.dle and delete it. That's the old version of the plugin; the script probably couldn't delete it due to file permissions.
by Chipicao
Fri Jul 18, 2014 8:56 am
Forum: 3D/2D models
Topic: GT Racing 2
Replies: 23
Views: 9705

Re: GT Racing 2

Good news and bad news.

Good: I've figured out how materials and textures are linked to meshes.
Bad: My PSU is broken and I have to wait for a replacement, which might take a while. But only hierarchy is left to be figured out.
by Chipicao
Sun Jul 13, 2014 2:39 pm
Forum: 3D/2D models
Topic: GT Racing 2
Replies: 23
Views: 9705

Re: GT Racing 2

They are somewhere in between Asphalt8 LOD1 and LOD0.
Image Image Image
GT Racing2 LOD0 - Asphalt 8 LO01 - Asphalt8 LOD1
by Chipicao
Sat Jul 12, 2014 11:00 pm
Forum: 3D/2D models
Topic: Maxscript Normals Issue
Replies: 2
Views: 1275

Re: Maxscript Normals Issue

It has nothing to do with normals, the mesh itself needs to be mirrored. Specifically, it looks like you need to load vertices as [-x, y, z]. You can also tell by the fact that the watch is on the right hand, whereas it should be on the left. ;) Careful when doing this! Inverting or switching an odd...