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by luxox18
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 :)
by luxox18
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 :)
by luxox18
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)

huckleberrypie wrote:Well, that's quite a drag. I assume you tried using DFF Analyze on it though?
yes, I used DFF analyze and in some files says "extension 0x03" with empty data and in others "unknown"
by luxox18
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.
by luxox18
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...
by luxox18
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?...
by luxox18
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...
by luxox18
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)

shakotay2 wrote:UVBuff = rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_HALFFLOAT, vSize, 12)
Thanks! works fine in all meshes ;)
by luxox18
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 :)
by luxox18
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...
by luxox18
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
by luxox18
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...
by luxox18
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.
by luxox18
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...