Use PVRTexTool.qwzzz wrote:what program should i used to convert pvr files to png?
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Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)
- Bigchillghost
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Re: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)
May you find peace in this puzzle-solving game.
- An Imitable Workflow for Reverse Engineering a Game Model
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Re: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)
Tool updated to v1.2.2.
Change log:
1. Added support for environment models;
2. Fixed a wrong parenting issue with the stripped meshes.
Change log:
1. Added support for environment models;
2. Fixed a wrong parenting issue with the stripped meshes.
May you find peace in this puzzle-solving game.
- An Imitable Workflow for Reverse Engineering a Game Model
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Re: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)
Just wanted to give this a try and forgive my ignorance, but I must be blind, where does it say how one opens the .pack archives?
Just got the game off of iTunes, and I only have few .pack but umm, yeah I only see info about obb android, and that HaoZip will not work for .pack from IPA, so... what am I missing?
Just got the game off of iTunes, and I only have few .pack but umm, yeah I only see info about obb android, and that HaoZip will not work for .pack from IPA, so... what am I missing?
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Re: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)
Just change their extension to zip before using Haozip. However some files in the pack archive seem to be encrypted.mono24 wrote:Just wanted to give this a try and forgive my ignorance, but I must be blind, where does it say how one opens the .pack archives?
Just got the game off of iTunes, and I only have few .pack but umm, yeah I only see info about obb android, and that HaoZip will not work for .pack from IPA, so... what am I missing?
You'll have to ignore them when Haozip prompts you for password. Or maybe I can write an unpacker to extract all these files.
May you find peace in this puzzle-solving game.
- An Imitable Workflow for Reverse Engineering a Game Model
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Re: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)
amazing job,thanks lot.Bigchillghost wrote:Tool updated to v1.2.2.
Change log:
1. Added support for environment models;
2. Fixed a wrong parenting issue with the stripped meshes.
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Re: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)
Here's a BMS unpacker for the iOS pack files. The encrypted files will be dumped into an additional folder.
Works with Android obb file too. Just remember to create a new folder as the output location.You do not have the required permissions to view the files attached to this post.
Last edited by Bigchillghost on Tue Feb 12, 2019 8:07 am, edited 1 time in total.
May you find peace in this puzzle-solving game.
- An Imitable Workflow for Reverse Engineering a Game Model
- Advanced Mesh Reaper
- Reverse Model Wireframe
Re: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)
unable to convert them pvrtextool open the files emptyBigchillghost wrote:Use PVRTexTool.qwzzz wrote:what program should i used to convert pvr files to png?
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Re: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)
Refer to the second note in this post:qwzzz wrote: unable to convert them pvrtextool open the files empty
viewtopic.php?p=137293#p137293
May you find peace in this puzzle-solving game.
- An Imitable Workflow for Reverse Engineering a Game Model
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Re: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)
thanks works now...Bigchillghost wrote:Refer to the second note in this post:qwzzz wrote: unable to convert them pvrtextool open the files empty
viewtopic.php?p=137293#p137293
is there a way to convert the windows store version? the textures on mobile are pretty low res
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Re: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)
If you can access to the files, maybe. But they are actually the same assets as those used in the Android/iOS version.qwzzz wrote:is there a way to convert the windows store version? the textures on mobile are pretty low res
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Re: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)
Tool v1.3.1 updated!
Change log:
1. Added support for multiple UV channels;
2. Added user configuration file support;
3. Fixed a bug when exporting models from files containing both stripped and non-stripped meshes;
4. Now the SaveHighestLodOnly option applys also to stripped meshes.
New Feature:
A simple build-in Mesh Quadifier is Now Available!
Change log:
1. Added support for multiple UV channels;
2. Added user configuration file support;
3. Fixed a bug when exporting models from files containing both stripped and non-stripped meshes;
4. Now the SaveHighestLodOnly option applys also to stripped meshes.
New Feature:
A simple build-in Mesh Quadifier is Now Available!
Last edited by Bigchillghost on Sat Feb 23, 2019 3:53 pm, edited 1 time in total.
May you find peace in this puzzle-solving game.
- An Imitable Workflow for Reverse Engineering a Game Model
- Advanced Mesh Reaper
- Reverse Model Wireframe
Re: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)
i love uBigchillghost wrote:Tool v1.3.1 updated!
Change log:
1. Added support for multiple UV channels;
2. Added user configuration file support;
3. Fixed a bug when exporting models from files containing both stripped and non-stripped meshes;
4. Now the SaveHighestLodOnly option applys also to stripped meshes.
New Feature:
A simple build-in Mesh Quadifier is Now Available!
-
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Re: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)
I am impressed with this new feature you added to the latest updated tool, I wish all extraction/dumping tools available to have this as an option which is seriously needed for us 3D artists who need quads in their initial state before devs turned them to tris, thank you very much.Bigchillghost wrote:Tool v1.3.1 updated!
New Feature:
A simple build-in Mesh Quadifier is Now Available!
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Re: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)
Was trying to enhance the functionality of my binary FBX builder by supporting also vertex colors. Here's a simple test on the overclocked model:
Let me know if there is a need for this feature.You do not have the required permissions to view the files attached to this post.
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Re: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)
I suppose devs could use vertex coloring for the AO of the car bodies and since cars are high poly so if it's not much of a trouble I would like to see this featureBigchillghost wrote:Was trying to enhance the functionality of my binary FBX builder by supporting also vertex colors. Here's a simple test on the overclocked model:Let me know if there is a need for this feature.