Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Search found 177 matches
- Tue May 20, 2014 5:36 am
- Forum: Old posts
- Topic: Kengo 3 PS2
- Replies: 21
- Views: 18437
Re: Kengo 3 PS2
I figured out the structure of the Large binary/Container file struct FileEntry { uint32_t offset; uint32_t size; }; //Once you have the real data struct KengoFile { uint32_t unkn1; uint32_t nFiles; uint32_t unkn2; uint32_t unkn3; FileEntry* files; //nFiles]; }; But with all files being nameless ide...
- Tue May 20, 2014 3:48 am
- Forum: Old posts
- Topic: Kengo 3 PS2
- Replies: 21
- Views: 18437
Kengo 3 PS2
I am struggling with this game's file format. I would like to upload a sample of it but it is 1 giant file.
Is there a way to show off the hex?
Is there a way to show off the hex?
- Sat May 17, 2014 6:44 am
- Forum: Compressed files and methods
- Topic: Havok Engine Animations
- Replies: 17
- Views: 14205
Re: Havok Engine Animations
My files 4.6.0 R1 (Tenchu on the Wii)
But I have had a 2011 version before. Never worked with hkcmd so I had to use the havok sdk.
I converted it to my own custom format.
Where do you plan to use these animations? PM me I can show you what I did
But I have had a 2011 version before. Never worked with hkcmd so I had to use the havok sdk.
I converted it to my own custom format.
Where do you plan to use these animations? PM me I can show you what I did
- Thu May 15, 2014 10:36 pm
- Forum: Code Talk
- Topic: General PS2 File tips: Archives/containers/excessive padding
- Replies: 0
- Views: 1574
General PS2 File tips: Archives/containers/excessive padding
Hi guys I recently began to dabble in PS2 files But i noticed something quite iritating . some games store everything in 1 massive file container. Often these containers are filled with padding or atlease i assume they are 00's FF's a.b.c.d.e 0.1.2.3 Just pretty irritating and intimidating stuff. Ar...
- Thu May 15, 2014 11:37 am
- Forum: Game Archive
- Topic: [Wii] Tenchu : tmp files and endianess
- Replies: 2
- Views: 1837
Re: [Wii] Tenchu : tmp files and endianess
Thanks a lot for the reply. It seems like its too much work. Considering it wasn't even my first choice game.
I dont know if i posted this in the wrong section also.
I dont know if i posted this in the wrong section also.
- Thu May 15, 2014 3:21 am
- Forum: Compressed files and methods
- Topic: Havok Engine Animations
- Replies: 17
- Views: 14205
Re: Havok Engine Animations
Congrats on Getting that to work. I should have checked here first before making my thread
There is one difference in mine is that there are multiple animation files in one tmp
There is one difference in mine is that there are multiple animation files in one tmp
- Wed May 14, 2014 10:00 pm
- Forum: 3D/2D models
- Topic: [HELP]Possible meshes with havok structure
- Replies: 2
- Views: 2623
Re: [HELP]Possible meshes with havok structure
How were you able to read the vertex data. Did the strings in the header give you a hind on how the data was laid out? I am trying to make a custom havok file reader myself especially for havok animation and havok behavior. Most of the files i cant even read with the existing sdk. The register page ...
- Wed May 14, 2014 9:22 pm
- Forum: Game Archive
- Topic: [Wii] Tenchu : tmp files and endianess
- Replies: 2
- Views: 1837
[Wii] Tenchu : tmp files and endianess
Hi guys I am exploring Tenchu:Shadow warrior files on the Wii. I managed to get into the main archive but my first problem was a container/compression file i found .tmp. I am certain it is a container cos there are chunks of junk/padding followed by havok files ("WaaW" signature and every ...
- Wed Apr 09, 2014 4:51 am
- Forum: 3D/2D models
- Topic: Dark Souls FLV file
- Replies: 317
- Views: 158816
Re: Dark Souls FLV file
I was having problems with it then all of a sudden mine worked.
- Tue Apr 08, 2014 9:13 am
- Forum: 3D/2D models
- Topic: Dark Souls FLV file
- Replies: 317
- Views: 158816
Re: Dark Souls FLV file
And i am guessing this is implemented through the havok patches. PS may i use your dll?
- Mon Apr 07, 2014 9:00 pm
- Forum: 3D/2D models
- Topic: Dark Souls FLV file
- Replies: 317
- Views: 158816
Re: Dark Souls FLV file
Custom data means some of the data would be stripped. There is a standardized way for the raw animation data to be saved or you would not be able to use the assest in Havok's other supporting tools. EG Havok behaviour and content tools. Considering i am able to load skyrim, Dark souls and Pro Evolut...
- Sun Apr 06, 2014 8:34 am
- Forum: 3D/2D models
- Topic: Dark Souls FLV file
- Replies: 317
- Views: 158816
Re: Dark Souls FLV file
Because the plugin you're using is designed for Skyrim files. Merely having the same file extension doesn't mean the actual data in the file is compatible between games. (although it's sometimes true..) That is equally strange cos all havok animations should be of similar structure. Is there any ch...
- Fri Apr 04, 2014 11:54 am
- Forum: 3D/2D models
- Topic: Dark Souls FLV file
- Replies: 317
- Views: 158816
Re: Dark Souls FLV file
C:\Program Files (x86)\NAMCO BANDAI Games\DarkSouls
I want to add a new "null" weapon that does karate. I was wondering if you have attempted animation changes?
I want to add a new "null" weapon that does karate. I was wondering if you have attempted animation changes?
- Thu Apr 03, 2014 5:16 am
- Forum: 3D/2D models
- Topic: Dark Souls FLV file
- Replies: 317
- Views: 158816
Re: Dark Souls FLV file
I got a new PC and windows 8.1 has not been the stalwart of stability i had hoped for. That said i have been able to use your program a few times. Loading maps makes the system crawl and the controls are not fine enough to navigate smoothly through the area (I blame my pc). But that said it is still...
- Sun Mar 02, 2014 10:45 am
- Forum: 3D/2D models
- Topic: Dark Souls FLV file
- Replies: 317
- Views: 158816
Re: Dark Souls FLV file
My stupid brain finally found a way to use Skyrim's animation modification system to extract and convert Dark souls animations
I needed to include the character's skeleton per animation package
I needed to include the character's skeleton per animation package
hkxcmd exportkf "Skeleton.hkx" "a00" "a00_out"