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Search found 1328 matches
- Wed Nov 27, 2019 4:33 am
- Forum: Graphic file formats
- Topic: Sonic and Sega Allstars Racing
- Replies: 1
- Views: 796
Re: Sonic and Sega Allstars Racing
here is a quick quickbms script to cut the dds textures from decompressed .zig file. :D get FOLDER basename math i = 1 findloc OFFSET string "DDS " do goto OFFSET goto 0x14 0 seek_cur get SIZE long math SIZE + 0x80 string NAME p "%s\%d.dds" FOLDER i log NAME OFFSET SIZE findloc N...
- Tue Nov 19, 2019 7:16 am
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 505
- Views: 317009
Re: Extracting simple models
first submesh
- Wed Nov 13, 2019 3:13 am
- Forum: Graphic file formats
- Topic: TGA map abnormal file
- Replies: 12
- Views: 3426
Re: xiao ao jiang hu TGA map abnormal file
here is a quick Noesis python script to open your samples until aspadm releases his complete solution.
supports astc 6x6, top level mip only- Fri Nov 08, 2019 2:08 pm
- Forum: Graphic file formats
- Topic: [Help] League of Angels III DXT textures?
- Replies: 7
- Views: 2602
Re: [Help] League of Angels III DXT textures?
install Adobe Air https://www.adobe.com/products/air.html then install this ATF plugin https://vamapaull.com/atf-to-png-converter-tool/ rename the extension of your samples from dxt to atf then open them with the converter and they will convert to png immediately and write to a folder named "PN...
- Wed Sep 25, 2019 9:11 pm
- Forum: 3D/2D models
- Topic: Dead Rising 3 textures
- Replies: 4
- Views: 1559
Re: Dead Rising 3 textures
you must post some samples for examination.
perhaps the samples you tried aren't yet supported by his tex2dds script:
viewtopic.php?f=10&t=11900&p=112757&hil ... +3#p101663
perhaps the samples you tried aren't yet supported by his tex2dds script:
viewtopic.php?f=10&t=11900&p=112757&hil ... +3#p101663
- Wed Sep 25, 2019 10:16 am
- Forum: 3D/2D models
- Topic: Total War: Warhammer, Noesis script
- Replies: 96
- Views: 26215
- Wed Sep 25, 2019 8:07 am
- Forum: 3D/2D models
- Topic: Total War: Warhammer, Noesis script
- Replies: 96
- Views: 26215
Re: Noesis script help
2. my second issue is in the .V2 script, when trying to bind the vertices i dont get the correct data, verts are in half floats , but noesis offers only BYTE, SHORT, FLOAT RPGEODATA_HALFFLOAT seems to still work fine when i tried in this basic script with hardcoded values. :D from inc_noesis import...
- Sat Aug 24, 2019 3:37 am
- Forum: Graphic file formats
- Topic: Star Wars Kinect (XBOX360) .TEX
- Replies: 2
- Views: 2124
Re: Star Wars Kinect (XBOX360) .TEX
try this
- Sat Aug 24, 2019 2:57 am
- Forum: Graphic file formats
- Topic: Star Wars: First Assault (XBOX360) .SW
- Replies: 1
- Views: 1189
Re: Star Wars: First Assault (XBOX360) .SW
your samples are headerless, you must guess width, height and format
and set that in your script accordingly, or find a better way to extract the
textures along with their header info so no need to guess.
and set that in your script accordingly, or find a better way to extract the
textures along with their header info so no need to guess.
- Sun Aug 18, 2019 7:23 am
- Forum: Graphic file formats
- Topic: [Help] League of Angels III DXT textures?
- Replies: 7
- Views: 2602
Re: [Help] League of Angels III DXT textures?
what part of solution did you find, any good source code?
it looks like each mip is lzma compressed though.
it looks like each mip is lzma compressed though.
- Sat Aug 17, 2019 8:10 am
- Forum: Graphic file formats
- Topic: [Help] League of Angels III DXT textures?
- Replies: 7
- Views: 2602
Re: [Help] League of Angels III DXT textures?
there is some tools here to work on atf files. :D https://github.com/hajimeku/atf-test-tool or more specifically here: https://github.com/hajimeku/atf-test-tool/tree/master/atftools/batchConvert2ATF/atftool ATFViewer.exe is a GUI tool that will open your 2 samples for viewing and some info, and atf2...
- Sun Aug 11, 2019 9:08 am
- Forum: Game Archive
- Topic: Help with chunzstd.
- Replies: 28
- Views: 7243
Re: Help with chunzstd.
for some reason there is an extra 2 bytes in the decompressed rx3,
i don't know why, all i can say is upload more non working samples and a
solution might be found at some point down the road.
i don't know why, all i can say is upload more non working samples and a
solution might be found at some point down the road.
- Sat Aug 10, 2019 9:40 am
- Forum: 3D/2D models
- Topic: 3D Model Researcher - Help with faces
- Replies: 7
- Views: 2061
Re: 3D Model Researcher - Help with faces
eh i don't really look into model formats much anymore, no time, too busy with texture formats.
all of my current research on the rax format is here though if you care to have a read through:
viewtopic.php?f=16&t=13867&hilit=rax&start=60#p126467
all of my current research on the rax format is here though if you care to have a read through:
viewtopic.php?f=16&t=13867&hilit=rax&start=60#p126467
- Tue Aug 06, 2019 6:22 am
- Forum: 3D/2D models
- Topic: 3D Model Researcher - Help with faces
- Replies: 7
- Views: 2061
Re: 3D Model Researcher - Help with faces
i mean the indices are stored together but i think they are split into material groups,
because when you try to render the whole array they look mangled.
there might be start and stop offsets stored in the file.
- Tue Aug 06, 2019 1:40 am
- Forum: 3D/2D models
- Topic: 3D Model Researcher - Help with faces
- Replies: 7
- Views: 2061
Re: 3D Model Researcher - Help with faces
the starting offset for vertices looks like it should be 0x3c70
and the starting offset for face indices should be 0x26460
but i don't think you can read them in a single array.
the file structure looks a lot like the rax files from SWBF3.
and the starting offset for face indices should be 0x26460
but i don't think you can read them in a single array.
the file structure looks a lot like the rax files from SWBF3.