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Search found 176 matches
- Wed Apr 01, 2015 7:47 am
- Forum: Graphic file formats
- Topic: Silent Hill 3 HD Collection .tex Files - TextureFile Xbox360
- Replies: 3
- Views: 2585
Re: Silent Hill 3 HD Collection .tex Files - TextureFile Xbo
I don't know how to decompress xbox texture files but I know that in ps3 game version the textures are decompressed in simple DDS format
- Sat Mar 21, 2015 9:12 pm
- Forum: 3D/2D models
- Topic: ghost recon (online) phantoms help
- Replies: 25
- Views: 11889
Re: ghost recon (online) phantoms help
thanks for this and for your effort
- Tue Jan 13, 2015 6:23 am
- Forum: 3D/2D models
- Topic: Silent Hill Shattered Memories DFF Models (Renderware)
- Replies: 4
- Views: 3589
Re: Silent Hill Shattered Memories DFF Models (Renderware)
yes, I used DFF analyze and in some files says "extension 0x03" with empty data and in others "unknown"huckleberrypie wrote:Well, that's quite a drag. I assume you tried using DFF Analyze on it though?
- Tue Jan 13, 2015 5:45 am
- Forum: 3D/2D models
- Topic: Silent Hill Shattered Memories DFF Models (Renderware)
- Replies: 4
- Views: 3589
Re: Silent Hill Shattered Memories DFF Models (Renderware)
is different, I tested some tools and scripts and not work.
- Tue Jan 13, 2015 12:30 am
- Forum: 3D/2D models
- Topic: Silent Hill Shattered Memories DFF Models (Renderware)
- Replies: 4
- Views: 3589
Silent Hill Shattered Memories DFF Models (Renderware)
Hello! I'm trying to export character models with HEX2OBJ from Silent Hill Shattered Memories Wii version. The format for 3d models is DFF and textures is TXD same formats than other games with renderware engine. I can see point clouds without problems Harry http://www.mediafire.com/convkey/8875/6su...
- Sat Dec 27, 2014 12:40 am
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 589213
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Yeah i took a look at FMDL doesn't look hard at all Ill see what i can do. http://dev.cra0kalo.com/wp-content/uploads/2014/12/Fox_MDL.png vertex buffer then uv-cords data. have you tried to export a model?? I can't fit vertex with the UV :( (vertex in floats, size 12 bytes but ... uv data in float?...
- Fri Dec 05, 2014 1:28 am
- Forum: 3D/2D models
- Topic: PSX Silent Hill Model Format Help
- Replies: 33
- Views: 19104
Re: PSX Silent Hill Model Format Help
well, after having had a closer look at the IPD file I've to confess that it's not as easy as I thought to extract a TMD from IPDs. There is none of the ten possible primitive lists contained. Sadly I don't have the time to restart a format analysis. You might try for yourself to get a decent point...
- Fri Oct 10, 2014 9:30 am
- Forum: 3D/2D models
- Topic: PS All-Stars Battle Royale(final version ea05-cskn)
- Replies: 20
- Views: 9815
Re: PS All-Stars Battle Royale(final version ea05-cskn)
Thanks! works fine in all meshesshakotay2 wrote:UVBuff = rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_HALFFLOAT, vSize, 12)
- Thu Oct 09, 2014 10:37 pm
- Forum: 3D/2D models
- Topic: PS All-Stars Battle Royale(final version ea05-cskn)
- Replies: 20
- Views: 9815
Re: PS All-Stars Battle Royale(final version ea05-cskn)
thanks kovalevich007 and shakotay2 for the help!!
The only thing I know about uvs, they are in half float. I don't know much about noesis script and his structure but the script posted here is easy to understand for import other meshes from other characters
The only thing I know about uvs, they are in half float. I don't know much about noesis script and his structure but the script posted here is easy to understand for import other meshes from other characters
- Thu Oct 09, 2014 6:44 am
- Forum: 3D/2D models
- Topic: PS All-Stars Battle Royale(final version ea05-cskn)
- Replies: 20
- Views: 9815
PS All-Stars Battle Royale(final version ea05-cskn)
I obtained some models from Playstation all stars battle royale dumping the vram from the console. The IDmagic has changed from the beta version (MODL to EA05) the vertex size is 16 and the uv pos is 12 (I used hex2obj for obtain some meshes but with this method some faces are lost), also I used the...
- Wed Sep 17, 2014 7:50 am
- Forum: Graphic file formats
- Topic: someone can export these textures correctly?
- Replies: 0
- Views: 819
someone can export these textures correctly?
the following textures are used by killzone in detail normal maps but I can't find the correct format.
Someone can recognize the format structure for export correctly these textures?
thanks.
http://www.mediafire.com/download/8uhzc ... xtures.rar
Someone can recognize the format structure for export correctly these textures?
thanks.
http://www.mediafire.com/download/8uhzc ... xtures.rar
- Tue Sep 16, 2014 6:02 am
- Forum: 3D/2D models
- Topic: [Request]Ratchet & Clank: into the Nexus
- Replies: 56
- Views: 17678
Re: [Request]Ratchet & Clank: into the Nexus
This will probably be my last post in this thread. I found out that there are irb files in every levels ties.dat They are structured differently from the moby irb files and don't load at all with the plugin Gh0stBlade gave. I was going to ask him to take a look at these, but he said he was done wit...
- Thu Sep 04, 2014 4:38 am
- Forum: Game Archive
- Topic: [request]bms script for dump irb from dat(resistance 2/3)
- Replies: 6
- Views: 3650
Re: [request]bms script for dump irb from dat(resistance 2/3
thanks for all shakotay!
- Tue Sep 02, 2014 5:02 am
- Forum: Game Archive
- Topic: [request]bms script for dump irb from dat(resistance 2/3)
- Replies: 6
- Views: 3650
Re: [request]bms script for dump irb from dat(resistance 2/3
thanks a lot shak-otay the application works great.
Can you explain me how to dump files with known header from a big file plase? ...(how works the logic based in your tool) I have some other files with same structure.
Can you explain me how to dump files with known header from a big file plase? ...(how works the logic based in your tool) I have some other files with same structure.
- Sun Aug 31, 2014 10:48 am
- Forum: Game Archive
- Topic: [request]bms script for dump irb from dat(resistance 2/3)
- Replies: 6
- Views: 3650
[request]bms script for dump irb from dat(resistance 2/3)
The files from Resistance 2/3 and ratchet and clank for ps3 are stored in dat files, these dat files are composed by multiple *.irb files with header identifier "IGHW". http://www.mediafire.com/convkey/5772/4cpwqaynxvw58k2fg.jpg can someone write a quickbms script for decompose the big *.d...