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by Acewell
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.
by Acewell
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/...
by Acewell
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,...
by Acewell
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...
by Acewell
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
by Acewell
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 :D
*.87 looks like collada dae files
*.35 are textures viewable with XnView
by Acewell
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...
by Acewell
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...
by Acewell
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! :D
I can see where that UV block start address is possibly stored at 0x5b6
by Acewell
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...
by Acewell
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 ...
by Acewell
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....
by Acewell
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 ...
by Acewell
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

JakeGreen wrote:So what's going on here does the bms script need updated or something?
could be, the devs might have caught wind of everyone extracting their stuff and decided to throw a wrench into the thing :devilgrin:
by Acewell
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...