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Search found 161 matches

by episoder
Tue Feb 06, 2018 4:57 am
Forum: Graphic file formats
Topic: Need help opening .texture file with heightmaps inside
Replies: 5
Views: 1860

Re: Need help opening .texture file with heightmaps inside

it's a 2049 x 2049 x 16 bit greyscale. edit: stupid mistake i made. :D i tried and failed to export it to full precision dds. and i got no viewer that supports whether dx10 or 16 bit per channel. microshit (visual studio) doesn't even wanna open their own f*cking format. :x 16-bit grey is hard to di...
by episoder
Tue Feb 06, 2018 2:22 am
Forum: 3D/2D models
Topic: Final Fantasy XY PC (Benchmark)
Replies: 21
Views: 18445

Re: Final Fantasy XY PC (Benchmark)

yes. the noesis plugins are for the console data format. only the models work. format was not changed, obviously.

you can extract the earc files with this script -> https://zenhax.com/viewtopic.php?f=17&t ... =80#p32136
by episoder
Mon Feb 05, 2018 11:48 pm
Forum: 3D/2D models
Topic: Final Fantasy XY PC (Benchmark)
Replies: 21
Views: 18445

Re: Final Fantasy XY PC (Benchmark)

got the files and noesis upgrade. added a format (seems to be BC7) that might come in handy.

and i still can't tackle the material assignment. closed source. :)

holy sh!t. the rigs are awesome sauce. /sarcasm nice grope bones tho. :D
by episoder
Mon Feb 05, 2018 6:52 pm
Forum: 3D/2D models
Topic: Final Fantasy XY PC (Benchmark)
Replies: 21
Views: 18445

Re: Final Fantasy XY PC (Benchmark)

ehh. well... ofc you can't read those materials with the texture loader. and you gotta remove the "noesis.logPopup()" line. seems i forgot that. :mrgreen: and... no... i won't puzzle materials. are they even usable or extractable by noesis? i dunno. i don't care. those files are shader bla...
by episoder
Sun Feb 04, 2018 8:49 pm
Forum: 3D/2D models
Topic: Final Fantasy XY PC (Benchmark)
Replies: 21
Views: 18445

Re: Final Fantasy XY PC (Benchmark)

updated: currently should support dxt1, dxt3, dxt5, bc4, bc5, bc6, bc7. i don't have samples, so... dxt3 and bc6 formats are just good guesses.
by episoder
Tue Jan 23, 2018 5:12 pm
Forum: 3D/2D models
Topic: Resident Evil Dead Aim
Replies: 11
Views: 4065

Re: Resident Evil Dead Aim

hell yeah. the proper head loop wasn't that hard. the fpass are crisscross spaghetti conditions. i could barely assemble the reverse logic. sorta magic stuff. it's nice and compact tho. awesome sauce. :]

enjoy your zombie :D
by episoder
Tue Jan 23, 2018 6:43 am
Forum: 3D/2D models
Topic: Resident Evil Dead Aim
Replies: 11
Views: 4065

Re: Resident Evil Dead Aim

- snipped -
by episoder
Tue Jan 23, 2018 2:43 am
Forum: 3D/2D models
Topic: Extracting a 3D model from an Android App
Replies: 2
Views: 1612

Re: Extracting a 3D model from an Android App

given the trouble i had right now... just have the model. :] https://i.imgur.com/xINHA5X.jpg http://www.mediafire.com/file/z90cm41m24k9q6r/cumi.rar includes blender obj and fbx and textures and normal maps. I'm sure you don't need the textures for printing, but... can be used as reference. maybe you...
by episoder
Mon Jan 22, 2018 6:02 am
Forum: Graphic file formats
Topic: How to edit .TEX files from 50 Cent Bulletproof PS2
Replies: 7
Views: 4334

Re: How to edit .TEX files from 50 Cent Bulletproof PS2

and unshuffled this bitch, ps2 style. :] you gotta do the pointer dance. ah yes that works great! thanks :D it seems i didn't do that palette unshuffle thing and was getting some pixelated areas, is that a standard procedure in parsing PS2 textures? :) i assume yes. and it's only on 8-bit textures....
by episoder
Sun Jan 21, 2018 7:48 pm
Forum: Graphic file formats
Topic: How to edit .TEX files from 50 Cent Bulletproof PS2
Replies: 7
Views: 4334

Re: How to edit .TEX files from 50 Cent Bulletproof PS2

so, i got lost to convert back my edited image to .TEX, i have to use the same program? no, you have to break it back down to paletted data and retwiddle to rebuild it, i can't help with this. i tried making a Noesis python script to open the TEX files but i can't get the result like the one in &qu...
by episoder
Thu Jan 18, 2018 12:55 am
Forum: Holy Cow!
Topic: how to find out what kind of encryption is this?
Replies: 15
Views: 11672

Re: how to find out what kind of encryption is this?

just NO.

/thread
by episoder
Tue Jan 16, 2018 2:20 am
Forum: Holy Cow!
Topic: how to find out what kind of encryption is this?
Replies: 15
Views: 11672

Re: how to find out what kind of encryption is this?

given that the dds header are predictable zeroes, it seems to be a 64-bit encoding with a 0x40 chunk size, where the 'chiffre' is modulated. i'm not into cracking encodings either tho. just can tell obvious hex patterns. :)

Image
by episoder
Wed Jan 03, 2018 1:01 am
Forum: Graphic file formats
Topic: WRC7 .PTX textures
Replies: 6
Views: 2353

Re: WRC7 .PTX textures

it got brembos on it. :)
by episoder
Fri Dec 15, 2017 5:24 pm
Forum: 3D/2D models
Topic: Frostbite model tools (Battlefield, Battlefront and others)
Replies: 799
Views: 223478

Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)

So yeah, its not the same for everyone, it depends what you have bought from Origin. must also depend on game version. While I think data folder must not change with updates, but you never know. it does change. on swbf2 it added a3 and s1 folders (with levels inside - lil messy folder structure). a...
by episoder
Tue Dec 12, 2017 2:04 am
Forum: Graphic file formats
Topic: Just Cause 3 DX10 DDS.
Replies: 7
Views: 2550

Re: Just Cause 3 DX10 DDS.

not exactly a version thing, but the fourcc flag. and i'm sure you didn't just change that on a whim. :D

for future hex posts please get into a habit of exposing 16 bytes aligned per line. every other randomness is very hard to read.