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Search found 104 matches

by Sir Kane
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.
by Sir Kane
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).
by Sir Kane
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...
by Sir Kane
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.
by Sir Kane
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...
by Sir Kane
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.
by Sir Kane
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?
by Sir Kane
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?
by Sir Kane
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.
by Sir Kane
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.
by Sir Kane
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.
by Sir Kane
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...
by Sir Kane
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.
by Sir Kane
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.
by Sir Kane
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.