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by VendorX
Fri Apr 08, 2022 12:05 pm
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]

It's a CMD line ...
Check PythonForBeginners for more info.
by VendorX
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
by VendorX
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.
by VendorX
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....
by VendorX
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
by VendorX
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.
by VendorX
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 ...
by VendorX
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.
by VendorX
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...
by VendorX
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...
by VendorX
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...
by VendorX
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...
by VendorX
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.
by VendorX
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).
by VendorX
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.