That was from a sample uploaded by jmgg on ZenHAX, the bms script by aluigi to extract the files is here
http://aluigi.altervista.org/bms/disney_infinity.bms
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Search found 1328 matches
- Fri Nov 06, 2015 12:32 am
- Forum: 3D/2D models
- Topic: [REL] Disney INFINITY Model Extractor
- Replies: 73
- Views: 37848
- Thu Nov 05, 2015 10:00 pm
- Forum: 3D/2D models
- Topic: [REL] Disney INFINITY Model Extractor
- Replies: 73
- Views: 37848
Re: [REL] Disney INFINITY Model Extractor
As a non programmer i have to say this is the perfect format to learn Hex2Obj with because the two data types you need are separated for you and it makes it easy to see where the data starts and what length it is plus it shows what you might would look for in other formats. The vbuf contains your ve...
- Tue Oct 27, 2015 8:42 pm
- Forum: Game Archive
- Topic: Star Wars - The Old Republic - Beta
- Replies: 719
- Views: 303556
Re: Star Wars - The Old Republic - Beta
If you're looking for an easy way to find outfit sets, you will be disappointed. Sometimes you get lucky and the set might have the character name in the filename like shae or thexen, but most of them have an alpha numeric outfit ID like a09 for example. I usually start with an image of the outfit t...
- Mon Oct 26, 2015 6:38 pm
- Forum: Game Archive
- Topic: Star Wars - The Old Republic - Beta
- Replies: 719
- Views: 303556
Re: Star Wars - The Old Republic - Beta
Thanks for the feedback! I think search and replace is probably better anyway, i'll change the macro part to that.TRDaz wrote:... I just used the replace function to replace /art/ with /resources/art/
- Mon Oct 26, 2015 5:55 pm
- Forum: Game Archive
- Topic: Star Wars - The Old Republic - Beta
- Replies: 719
- Views: 303556
Re: Star Wars - The Old Republic - Beta
Okay i'm trying to document this layman process for finding new names, at least for characters and here's what i got. It works and although it seems lengthy it is still quicker than doing this by hand with thousands of lines. :D Getting gr2 and mat file names After a game update extract the index.xm...
- Sat Oct 17, 2015 9:28 am
- Forum: 3D/2D models
- Topic: Kinect Star Wars .smf
- Replies: 39
- Views: 17895
Re: Kinect Star Wars .smf
I don't know, i never use the tex files in this game. i just convert the game tga into usable tga with chrrox's fmt_star_wars_kinect_tga.py script. are they higher res than the game tga files?
- Sat Oct 17, 2015 4:34 am
- Forum: 3D/2D models
- Topic: Kinect Star Wars .smf
- Replies: 39
- Views: 17895
Re: Kinect Star Wars .smf
Awesome!
i've been tinkering around with the dfm script to work with these smf files but i just don't know enough about programming to know when, where or how to use code. - Mon Oct 12, 2015 8:13 pm
- Forum: Troubleshooting
- Topic: Weird error - please help
- Replies: 2
- Views: 489
Re: Weird error - please help
4 threads down from this one
viewtopic.php?f=9&t=12779
viewtopic.php?f=9&t=12779
- Tue Oct 06, 2015 2:49 am
- Forum: Game Archive
- Topic: Star Wars - The Old Republic - Beta
- Replies: 719
- Views: 303556
Re: Star Wars - The Old Republic - Beta
here ya go, 90 new cyborg05 texture names
you can get these from the .mat files - Mon Oct 05, 2015 8:19 pm
- Forum: Graphic file formats
- Topic: Sparking Neo ( PS2 ) texture files
- Replies: 22
- Views: 17282
Re: Sparking Neo ( PS2 ) texture files
Its not part of mine and its not included with a newer build package from here either http://www.richwhitehouse.com/index.php?content=inc_projects.php&filemirror=noesisv4165.zip and neither google or XeNTaX site search returns anything. Can you share this script please? :) edit nevermind, Futbal...
- Mon Oct 05, 2015 5:45 am
- Forum: Graphic file formats
- Topic: Sparking Neo ( PS2 ) texture files
- Replies: 22
- Views: 17282
Re: Sparking Neo ( PS2 ) texture files
Where can i find this python script? Search doesn't return anything except your post.Coffee wrote:If you have Neosis, there is a python script ... called "fmt_RGBA_Unswizzle.py" ...
- Thu Oct 01, 2015 10:26 pm
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 599290
Re: Spotlight: Señor Casaroja's Noesis
The swtfu_gto.dll plugin (20.5 kb) by revelation on this page is the old one https://code.google.com/p/noesis-plugins-official/source/browse/#svn%2Ftrunk%2Frevelation i have attached the newest one (52 kb) in my post here http://forum.xentax.com/viewtopic.php?p=101966#p101966 Fixes a bug with gto mo...
- Thu Oct 01, 2015 10:09 pm
- Forum: Game Archive
- Topic: Star Wars - The Old Republic - Beta
- Replies: 719
- Views: 303556
Re: Star Wars - The Old Republic - Beta
Thanks! Okay so this is what we got
tr = trooper
bh = bounty hunter
sp = agent (spy)
sw = sith warrior
ss = sith inquisitor (sith shaman)
jw = jedi consular (jedi wizard)
jk = jedi knight
sm = smuggler
ge = generic
tr = trooper
bh = bounty hunter
sp = agent (spy)
sw = sith warrior
ss = sith inquisitor (sith shaman)
jw = jedi consular (jedi wizard)
jk = jedi knight
sm = smuggler
ge = generic
- Tue Sep 29, 2015 6:09 pm
- Forum: Game Archive
- Topic: .PSP Format?
- Replies: 4
- Views: 2743
[PSP] SWBF Elite Squadron
I tried the dark trooper model :D darktrooper_nohead.png There was 15 submeshes that had to be moved into place and no head in the model file, the UVs aren't perfect either but i tried every byte from 6-16 and 6 looked the best. The first 4 bytes of the model files vary, but 0x4 looks consistent wit...
- Sun Sep 27, 2015 5:10 am
- Forum: Game Archive
- Topic: .PSP Format?
- Replies: 4
- Views: 2743
[PSP] SWBF Elite Squadron
EscapePod_CIS.PNG :D edit to get a clean mesh i had to set the vertices start address to 2a and save the mesh but to get clean UVs i had to set the vertices start address to 1a and save that mesh too then i deleted the vt data in the obj with bad UVs and copied the vt data from the obj with cleans ...