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Search found 104 matches
- Thu Dec 08, 2016 7:47 pm
- Forum: Game Archive
- Topic: watch dogs 2 .dat .fat archive?
- Replies: 288
- Views: 127274
Re: watch dogs 2 .dat .fat archive?
I already reverse engineered the LZ4 one, just need to get LZMA working.
- Thu Dec 08, 2016 12:10 am
- Forum: Game Archive
- Topic: watch dogs 2 .dat .fat archive?
- Replies: 288
- Views: 127274
Re: watch dogs 2 .dat .fat archive?
0xE6C is good constant to look for to find the LZMA code (which turns out to be slightly modified, too).
- Wed Dec 07, 2016 12:35 am
- Forum: Game Archive
- Topic: watch dogs 2 .dat .fat archive?
- Replies: 288
- Views: 127274
Re: watch dogs 2 .dat .fat archive?
Two types. #pragma pack(push, 4) struct SFatFileEntry{ /*uint32_t field_0; uint32_t field_4; uint32_t field_8; uint32_t field_c; uint32_t field_10;*/ uint64_t Hash; uint64_t CompressedSize : 30; uint64_t Offset : 34; uint32_t CompressionMethod : 2; uint32_t UncompressedSize : 30; }; #pragma pack(pop...
- Tue Dec 06, 2016 11:44 pm
- Forum: Game Archive
- Topic: watch dogs 2 .dat .fat archive?
- Replies: 288
- Views: 127274
Re: watch dogs 2 .dat .fat archive?
Yeah, it uses LZMA and modified version of LZ4.
- Fri Dec 02, 2016 12:59 am
- Forum: 3D/2D models
- Topic: [solved] Flipping Models and Skeletons
- Replies: 8
- Views: 2235
Re: Flipping Models and Skeletons
To get a bone's world transform, you multiply a bone's local transform by its parent's world transform (if the bone doesn't have a parent, copy the local transform to the world transform). For the other way around, you multiply the bone's world transform by the inverse of the parent's worldtransform...
- Thu Dec 01, 2016 4:59 pm
- Forum: 3D/2D models
- Topic: [solved] Flipping Models and Skeletons
- Replies: 8
- Views: 2235
Re: Flipping Models and Skeletons
For a ghetto solution you could invert the axis in your vertex shader after applying the skinning, before applying the other transforms.
- Tue Nov 29, 2016 3:34 pm
- Forum: 3D/2D models
- Topic: Model polygons are bad? [Solved]
- Replies: 8
- Views: 2109
Re: Model polygons are bad? [Solved]
Well, what was it?
- Sun Nov 27, 2016 5:25 pm
- Forum: 3D/2D models
- Topic: Model polygons are bad? [Solved]
- Replies: 8
- Views: 2109
Re: Model polygons are bad?
Can you provide the box file?
- Sat Nov 26, 2016 7:36 pm
- Forum: 3D/2D models
- Topic: Model polygons are bad? [Solved]
- Replies: 8
- Views: 2109
Re: Model polygons are bad?
For the box you have 8 vertices, but your indices go up to 23, so that's probably not index data or there are more vertices.
- Sun Nov 06, 2016 10:08 pm
- Forum: Game Archive
- Topic: Understanding Maps/Terrain
- Replies: 7
- Views: 2146
Re: Understanding Maps/Terrain
Knowing which game it is would be useful.
- Sun Sep 11, 2016 8:46 pm
- Forum: 3D/2D models
- Topic: Figuring out encoded vertex normal vector
- Replies: 9
- Views: 2954
Re: Figuring out encoded vertex normal vector
Yeah. I've never seen it done like this before, but it certainly saves space and it doesn't take too many instruction to decode in the shader.
- Sun Sep 11, 2016 2:06 am
- Forum: 3D/2D models
- Topic: Figuring out encoded vertex normal vector
- Replies: 9
- Views: 2954
Re: Figuring out encoded vertex normal vector
inline CVec2f SinCos(float f){ return CVec2f(cosf(f), sinf(f)); } void BDOGetTangentSpaceVectors(const CVec4f &input, CVec3f &Normal, CVec3f &Tangent, CVec3f &Binormal){ CVec2f bxy, bzs, txy, tzs; CVec4f scaled = input * (M_PI * 2.0f) - M_PI; //Rescale from 0.0 - 1.0 to -PI - +PI tx...
- Tue Jun 14, 2016 6:26 pm
- Forum: Game Archive
- Topic: [Doom] Looking for a way to find encryption key
- Replies: 6
- Views: 2090
Re: [Doom] Looking for a way to find encryption key
Open the exe in disassembler then look for references the the debug/log strings.
- Mon Jun 06, 2016 1:54 am
- Forum: 3D/2D models
- Topic: Star Wars: Clone Wars Adventures (*.dme)
- Replies: 54
- Views: 15685
Re: Star Wars: Clone Wars Adventures (*.dme)
That's the older version of the format used by Planetside 2/H1Z1.
- Thu Jun 02, 2016 1:53 pm
- Forum: 3D/2D models
- Topic: [PC] Tom Clancy's The Division [.mmb] - Noesis importer.
- Replies: 48
- Views: 27432
Re: [PC] Tom Clancy's The Division [.mmb] - Noesis importer.
Some of your UVs are broken because you aren't scaling the SNORM ones.
As for the mirroring, that's just an engine coordinate system thing.
As for the mirroring, that's just an engine coordinate system thing.