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  3. Works great still, thanks! Was wondering about a fix for the hair exports with the second uv map?
  4. So I was wrong, Conker's Eyes don't rely on a shader to make them look correct, the eyes have 3 UV channels for the Pupil, Highlight, and the Eye Lids. I just recently implemented the Multi UV Channel support
  5. Yesterday
  6. Please share public link to RES file on google drive. Image you provided is not enough. Please also adjust topic's name and tell us more details like: a) Name of the game (e.g. "The Simpsons: Tapped Out") b) Platform (e.g. PC/XBOX/X360/PS1/PS2/PS3 etc.) c) What methods did you already tried to solve your issue d) What is the error message you see on your screen e) What is the file format you're trying to figure out f) Did you already tried to google the solution of your issue (e.g. file format specification) And please read forum rules https://reshax.com/topic/5-site-rules/
  7. It's a program for viewing/editing data from binary files. Some example hex editors are "Hex Workshop", "HxD", "010 Editor" etc. Sorry, but sharing raw game assets is against forum rules (rule 11) https://reshax.com/topic/5-site-rules/ You can't. It was not released yet. But you can build it from the source. There is instruction in readme file on github. Or just wait until new version release.
  8. New to the whole file extraction business, but what program and software do I need to extract res files such as this image example? And what a .res file is exactly. https://drive.google.com/file/d/1vX-nK8Om3DBY5yhS5-fZyWlTDNd49OLC/view?usp=drive_link Here's a link to the example I posted above if anyone can help me solve this problem. The file comes from the Wii version of the game "Princess and the Frog" and I've been trying to figure out on how to extract more complex files like .res because nothing on the internet seems to have a definitive answer on how they're extracted.
  9. Yeah i unsterstand that.. Maybe we could try finishing only this part if you want
  10. Oh, so there was a bug? I see, lol. Thanks for fixing that! Where can I download that fixed version? I was searching on github but last version is 0.25.2
  11. Thank you so much for the reply and for looking into the samples. However, I’m not very familiar with the programs you mentioned. What is the hex editor? And would you mind sharing a download link for the textures that you were able to extract using this method?
  12. According to me, in the file stadium.cb vertices start at offset 0x40 or 0x48 and faces at offset 0xae4a. Anyway, take this comment with a grain of salt.
  13. Those BSTEX files are just containers for PS Vita GXT image files. Here's a file format https://rewiki.miraheze.org/wiki/GXT_Image If you remove manually 32 bytes from BSTEX file in hex editor and change file extension from BSTEX to GXT, you will be able to open them in Scarlet. Unfortunately PVRTII4BPP is not supported by Scarlet, so you will be able to convert only BC/DXT textures this way. While doing research on your samples, I discovered that ImageHeat had a bug while unswizzling 4bpp PS Vita textures. I fixed this bug in v0.26.3, so you can use this version (or newer) to properly view PVRTII4BPP textures:
  14. In the attachment you will find two .cb files containing the 3D model (I guess) of the Arizona Diamondbacks stadium. In addition, there is another file called "Locator.bin". It maybe has the vertices and faces offsets and its counts. I am not sure about it as I cannot understand the file. You can see the model of this stadium in-game in the attached screenshots. Hopefully there is someone able to understand those .cb files to get the stadium model in Blender or Noesis. Thanks in advance. Arizona Diamondbacks Stadium.zip
  15. What file in 09 is the Garage? can't seem to find the AST file for it unless i'm blind?
  16. Hi! Clean work! well done There is a lot of things in here to get a textured tracks for NFS PU: https://vannacut.com/2024/04/03/converting-a-nfs5-pu-track-to-blender/ I converted some tracks and opened into BLENDER, Then I exported to 3dsMAX and playing with it. Still working on it and I may improve the textures for render purposes.
  17. Hi @mrmaller1905 I managed to open CRP converted Porsche 959 using ZModeler, I never used it before, but I managed to do it by adding some files into the main folder of ZModeler. I`m still trying to figure out how to add the textures Try to add these files into ZModeler and import the car into ZModeler NOTE: I named the car file as "WHITE" because it`s a white 959 model. Let me know if you figured out how to add textures mate! 😅 CRP Filter.rar WHITE.rar
  18. using h3x3r's 010 script I made a bastardized version which runs inside my asset browser and previews the image sadly I can't figure out decompression. as far as I can tell, pixel format 23 will display the textures, 28 (which I'm guesing is dxt3 or 5) isn't working yet not that it's much help without being able to decompress, but.. pixel formats: 35 = bc1/dxt1 39 = bc3/dxt5 40 = bc5/ati2,normals
  19. I got something but it looks weird.. I read that PS Vita textures are GXT but I don't know much about that format. Here is my result using "Image Heat" I also used ScarletConvert and GXTConvert but those tools don't work with these textures...
  20. Tried this tutorial and tools DRP2LWO but it doesn't work for car models. Is there a free alternative to ZModeler with CRP filter plugin to import car models?
  21. I recently ripped the Uncharted Golden Abyss game for the Vita and got help with extracting Dante's model from the .bsm file format that the game uses, but I can't get the textures to work. Here is a link to a file containing a few of his textures: https://www.mediafire.com/folder/ktakosyes7m6t/Dante_Textures If anyone could help that would be greatly appreciated! Thank you!
  22. Last week
  23. (just my old plugin that was made from example files of another theme) fmt_kn5.py *(don't support encryption)
  24. use this https://www.gimp.org/
  25. Did you search in the Xentax archives?
  26. I need help opening this gani file.
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