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Search found 46 matches
- Fri Apr 08, 2022 12:05 pm
- Forum: Game Archive
- Topic: Hi-Rez Games .dat file [SMITE, Paladins, Realm Royale]
- Replies: 8
- Views: 2063
- Fri Apr 08, 2022 6:37 am
- Forum: Game Archive
- Topic: Hi-Rez Games .dat file [SMITE, Paladins, Realm Royale]
- Replies: 8
- Views: 2063
Re: Hi-Rez Games .dat file [SMITE, Paladins, Realm Royale]
Code: Select all
python python_script.py file_to_read file_to_write
- Thu Apr 07, 2022 10:35 am
- Forum: Game Archive
- Topic: NFS: Hot Pursuit Remastered — BNDL
- Replies: 2
- Views: 506
Re: NFS: Hot Pursuit Remastered — BNDL
Comment lines 9, 11, 12, 13, 14, 15, 16, 17 then add 'goto 0x10' (before line 18).
Note: At the end this file contain xml data - offset to it is at 0x0c.
Note: At the end this file contain xml data - offset to it is at 0x0c.
- Wed Apr 06, 2022 5:48 pm
- Forum: Game Archive
- Topic: Kuon .BND within .BND help with opening
- Replies: 12
- Views: 1044
Re: Kuon .BND within .BND help with opening
1st you need to RW original mesh/animation/texture format then try to convert it to more readable equivalent (like fbx/dds or tga). A: Basically, no mather of mesh format (with some exceptions), mesh data holds info about used texture/material - it could be an ID or the name of the texture/material....
- Wed Apr 06, 2022 3:39 pm
- Forum: Game Archive
- Topic: Kuon .BND within .BND help with opening
- Replies: 12
- Views: 1044
Re: Kuon .BND within .BND help with opening
Info from headers:
MDL:
#MODEL (*.vmd)
#SHADOW_MODEL (*.vms)
TEX:
#TEXTURE (3 x *.t32)
Note: probably MipMaps
ANM
#MI2EDIT (*.ani)
DSS and PRM:
Binary data
First tree types has the same headers so script will fail if order is different than abow - need optimisation
MDL:
#MODEL (*.vmd)
#SHADOW_MODEL (*.vms)
TEX:
#TEXTURE (3 x *.t32)
Note: probably MipMaps
ANM
#MI2EDIT (*.ani)
DSS and PRM:
Binary data
First tree types has the same headers so script will fail if order is different than abow - need optimisation
- Wed Apr 06, 2022 2:58 pm
- Forum: Game Archive
- Topic: Kuon .BND within .BND help with opening
- Replies: 12
- Views: 1044
Re: Kuon .BND within .BND help with opening
Oops! It suppose to be '*.vmd' and '*.vms'. Check if this is the case for different files.
I found some info about animation format, but I don't remember the link.
I found some info about animation format, but I don't remember the link.
- Wed Apr 06, 2022 11:07 am
- Forum: Game Archive
- Topic: Kuon .BND within .BND help with opening
- Replies: 12
- Views: 1044
Re: Kuon .BND within .BND help with opening
Below "mess" (most probably) will work only if the data like *.dss and *.prm are the last ones. #quickbms script goto 0xC get FILES long get ID long get OFFSET long do goto OFFSET get TOFFSET long if TOFFSET != 32 break endif get Unk00 long get Unk01 long get NOFFSET long get DOFFSET long ...
- Mon Apr 04, 2022 8:43 pm
- Forum: Game Archive
- Topic: Kuon .BND within .BND help with opening
- Replies: 12
- Views: 1044
Re: Kuon .BND within .BND help with opening
You have all you need, except extracted files are just holders for another type plus small header (what kind of data is it) used by game engine.
- Mon Apr 04, 2022 8:20 pm
- Forum: 3D/2D models
- Topic: [Noesis Help] Splitting one massive mesh into submeshes (Bully: Anniversary Edition)
- Replies: 6
- Views: 957
Re: [Noesis Help] Splitting one massive mesh into submeshes (Bully: Anniversary Edition)
1. 357Kb is not a "massive mesh" - complex true, but not massive. Those "submeshes" of yours are the smoothing groups I believe 2. Splitting by texture usage is not the rght way - what if one of those separated meshies is using more than 1 texture? You will end up with hundreds o...
- Sat Apr 02, 2022 12:23 pm
- Forum: Game Archive
- Topic: Dead Head Fred (PSP) [.PAK] [Vicious Engine]
- Replies: 9
- Views: 946
Re: Dead Head Fred (PSP) [.PAK] [Vicious Engine]
... that's why iv'e posted some basic info. - Header - SubHeader Size - Name List Relative Offset (Names of Files/Folders in Base Directory) - Dunno (Boolean?) - SubHeader Offset - SubHeader - Info Block (numbers of files/folders structs) - Files Info (holds file size) - Foldes Info (holds number of...
- Fri Apr 01, 2022 7:34 pm
- Forum: Game Archive
- Topic: Dead Head Fred (PSP) [.PAK] [Vicious Engine]
- Replies: 9
- Views: 946
Re: Dead Head Fred (PSP) [.PAK] [Vicious Engine]
It's because this file has different format - a little more complex ... more like VHD (files and directory structure). Dunno how to write Bms, but everything you need is in SubHeader (files names, folder names, sizes, offsets etc.). File Header holds basic info about SubHeader. Also, I don't think t...
- Sat Mar 19, 2022 12:35 am
- Forum: Game Archive
- Topic: Splinter Cell: Double Agent (Xbox Version 2006) .lin archive
- Replies: 4
- Views: 2041
Re: Splinter Cell: Double Agent (Xbox Version 2006) .lin archive
You should have more luck with PC version of this game. Update: pc game.umd is a standard Unreal Engine UMD v2 file (not compressed or encrypted). Just bunch of configuration files and content packages names. System\Linear\pc holds content (ZLIB compressed *.LIN) files except for sonds. Content file...
- Fri Mar 18, 2022 9:45 pm
- Forum: Game Archive
- Topic: Splinter Cell: Double Agent (Xbox Version 2006) .lin archive
- Replies: 4
- Views: 2041
Re: Splinter Cell: Double Agent (Xbox Version 2006) .lin archive
I would give up in your place. LIN file holds data in the same way as Xbox would keeps it in memory - for direct calls purpose.
- Fri Mar 18, 2022 9:21 pm
- Forum: Game Archive
- Topic: Tom Clancy’s The Division 2 - SDFDATA / SDFTOC archive
- Replies: 18
- Views: 13104
Re: The Division 2
You're probably right. I've checked several compression methods without success ... although SCPACK ( QBMS scanner of compression algorithms) gives some readable reslts - dunno how accurate it is (decompressed size doesn't match).
- Fri Jan 14, 2022 2:43 am
- Forum: Game Archive
- Topic: Tom Clancy’s The Division 2 - SDFDATA / SDFTOC archive
- Replies: 18
- Views: 13104
Re: The Division 2
Try LZ4 or send the file.