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Search found 1328 matches
- Tue Feb 02, 2016 11:27 pm
- Forum: Graphic file formats
- Topic: .dds can't be previwed
- Replies: 4
- Views: 1584
Re: .dds can't be previwed
I don't know anything about Queen's Blade but your sample dds files are typical dds with a custom header, you can use Texture Finder to find the width and height and replace the first 128 bytes with a normal header.
- Tue Feb 02, 2016 10:37 pm
- Forum: Graphic file formats
- Topic: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
- Replies: 63
- Views: 28022
Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
That was a valiant effort Wobble, thanks! :gulp: maybe MrAdults could step in and offer some advice on this or a quick solution. edit should there be anything in the code about Endianess? The fmt_star_wars_kinect_tga.py plugin for Kinect Star Wars textures might hold the key http://forum.xentax.com/...
- Mon Feb 01, 2016 4:40 am
- Forum: Graphic file formats
- Topic: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
- Replies: 63
- Views: 28022
Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
I sent michalss a message to see if he could get any decent results from the x2t samples with his Texture Convertor (PC,X360) but Noesis looks like it should be capable of untiling these textures too according to some things in __NPReadMe.txt {"imageUntile360Raw", Noesis_ImageUntile360Raw,...
- Sun Jan 31, 2016 2:49 am
- Forum: Graphic file formats
- Topic: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
- Replies: 63
- Views: 28022
Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
The mysterious texture format here is the main thing holding us back and i'm curious what results could come from running these x2t samples through a couple of the unreleased tools in the thread here http://forum.xentax.com/viewtopic.php?f=18&t=12224 mainly EcheloCross's Game Format Scanner or m...
- Thu Jan 28, 2016 8:50 pm
- Forum: 3D/2D models
- Topic: ripping a ed model from a webpage
- Replies: 62
- Views: 44063
Re: ripping a ed model from a webpage
for the models look in your browser's cache for *.hbn files
- Thu Jan 28, 2016 12:20 am
- Forum: 3D/2D models
- Topic: .SWF Flash(?) 3D Models
- Replies: 4
- Views: 3157
Re: .SWF Flash(?) 3D Models
I could extract your samples down to a folder full of files with 7-zip
*.87 looks like collada dae files
*.35 are textures viewable with XnView
*.87 looks like collada dae files
*.35 are textures viewable with XnView
- Tue Jan 26, 2016 8:37 pm
- Forum: 3D/2D models
- Topic: [X360] Star Wars Battlefront III pre-alpha (*.rax)
- Replies: 109
- Views: 28950
Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)
i had to reduce the face count to 2256 to get a clean mesh preview HansoloST.png first submesh h2o (lower body) 0x17600 2256 Vb1 24 99 0x3B80 671 120400 0x148F0 4 next submesh h2o (right arm) 0x187A0 1762 Vb1 24 99 0x7A68 522 120400 0x1536C 4 I'm guessing 4 or 5 submeshes based on the number of text...
- Sat Jan 23, 2016 9:02 pm
- Forum: 3D/2D models
- Topic: [X360] Star Wars Battlefront III pre-alpha (*.rax)
- Replies: 109
- Views: 28950
Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)
GenGrievousSWBF3.png You were pretty close but this file has a different FVFsize and your vertice start address was off. h2o file 0x24440 12006 Vb1 24 99 0x2840 4935 120400 0x1F6F0 4 as for tips i can only speak from a non programmer point of view, this is what i posted in another thread http://for...
- Sat Jan 23, 2016 7:16 pm
- Forum: 3D/2D models
- Topic: [X360] Star Wars Battlefront III pre-alpha (*.rax)
- Replies: 109
- Views: 28950
Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)
Awesome thanks!
I can see where that UV block start address is possibly stored at 0x5b6
I can see where that UV block start address is possibly stored at 0x5b6
- Sat Jan 23, 2016 3:33 pm
- Forum: 3D/2D models
- Topic: [X360] Star Wars Battlefront III pre-alpha (*.rax)
- Replies: 109
- Views: 28950
Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)
The models aren't good for much without UVs and textures. i'll worry about the other submeshes in the file when i can get one completely working. I think its worth mentioning that there are a lot of Havok engine source references in the xex file, so if anyone is familiar with meshes made for Havok y...
- Sat Jan 23, 2016 6:34 am
- Forum: Graphic file formats
- Topic: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
- Replies: 63
- Views: 28022
[X360] Star Wars Battlefront III pre-alpha (*.x2t)
This thread is about converting x2t texture files of various size from the cancelled Free Radical game where they have no header and only some have a footer with info about the texture. http://www.mediafire.com/convkey/009c/l96gludrn4zghbbzg.jpg here is the Noesis python plugin for the x2t textures ...
- Sat Jan 23, 2016 5:55 am
- Forum: 3D/2D models
- Topic: [X360] Star Wars Battlefront III pre-alpha (*.rax)
- Replies: 109
- Views: 28950
[X360] Star Wars Battlefront III pre-alpha (*.rax)
I'm trying to convert the rax models from this cancelled Free Radical game and i can get the geometry but i'm having trouble finding the UV data. A plugin for Noesis, 3DOC or Unwrap3d would be best down the road but Hex2obj will do for now. This is my progress so far in Hex2obj http://www.mediafire....
- Tue Jan 19, 2016 3:48 am
- Forum: Game Archive
- Topic: Star Wars - The Old Republic - Beta
- Replies: 719
- Views: 303658
Re: Star Wars - The Old Republic - Beta
Ok I was wrong. Stuff extracted with offzip doesn't play well with the .gr2 plugin i'm using in noesis, the extracted files are strangely named, and I cannot for the life of me get any textures matched to their models. You shouldn't be having problems opening gr2 files, i tested those files myself ...
- Sun Jan 17, 2016 1:45 pm
- Forum: 3D/2D models
- Topic: [REL] Disney INFINITY Model Extractor
- Replies: 73
- Views: 37848
Re: [REL] Disney INFINITY Model Extractor
could be, the devs might have caught wind of everyone extracting their stuff and decided to throw a wrench into the thingJakeGreen wrote:So what's going on here does the bms script need updated or something?
- Sat Jan 16, 2016 1:54 pm
- Forum: Graphic file formats
- Topic: NFS Rivals - .itexture
- Replies: 9
- Views: 3098
Re: NFS Rivals - .itexture
put your cursor on byte 0xD and type 02 to overwrite 08 all you're doing is taking the image size and converting it to hexadecimal and inputting that value in the right place in little endian byte order. 64 - 40 - 40 00 128 - 80 - 80 00 256 - 100 - 00 01 512 - 200 - 00 02 1024 - 400 - 00 04 2048 - 8...