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Hello! My names Jordy, and I’m very excited to join the community. Came here with the goal of extracting animations from a few games to use in creating custom songs with custom animations for Guitar Hero World Tour Definitive Edition. These games are: High School Musical 3: Senior Year Dance! - PC/PS2/Wii Hannah Montana: Spotlight World Tour - PS2/Wii These games have a lot of the iconic dance moves from these franchises which would be awesome to have in a format that’s adaptable and able to be used with modern animation software. I have gotten into the file system of the PS2 Hannah Montana game, but that is as far as I’ve gotten with either game. I have a PC copy of HSM3, assuming it’ll be the easiest for what I’m trying to achieve. If the following isn’t allowed to be discussed here I can redact, but I have a bountry and am willing to compensate for any major breakthroughs in this endeavor. But in the meantime I’ll be doing all the research I can as a newbie. Any interest or resources you think would be helpful, please reply or message me. Everyone have an awesome day!!
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Arclite joined the community
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Oh thank you for clarifying, I've tried to research about the other stuff but came up with nothing. And I can't find anyone who is willing to try if I commission them, so I'm trying my luck here.
- Today
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maxx488 joined the community
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because the structure is different Previously you used the android version code to unpack the model: but after the model there is still a skeleton and after the skeleton there is still a lot of data. I haven't checked what it is
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NaftSan joined the community
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Jonn78 started following Sky: Children of the Light Noesis Model Support
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Hello, I came here asking for help regarding the PC Steam game Sky: Children of the Light. I've been trying to get the model files to open inside of Noesis, but every file appears to be a .mesh file. Natively, this format couldn't be opened in Noesis, so, about a year ago, I've commissioned a kind person to make a plug-in that supports .mesh files ("fmt_mesh.py" in attachments). Issue is, the script throws an error every time I try to preview a model (sample files as examples). The creator no longer wants to work on the script, and I have gotten permission to share and edit it. If anyone has any knowledge of this, please give it a shot, I hope the plug-in is a good foundation for the models. fmt_mesh.py samples.zip
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ARZ768 joined the community
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sergiorjsj joined the community
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Jonn78 joined the community
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kita joined the community
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CPZMar joined the community
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joarchy joined the community
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sholmes176 joined the community
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My friend, have you succeeded?
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https://www.passfab.com/products/rar-password-recovery.html this is all i can offer 😞
- Yesterday
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[PS1]Tenchu 2:Birth of Stealth Assasins - .XA files
hohenheim replied to hohenheim's topic in Audio file formats
It turns out that the file header was actually missing as you and BloodRaynare said it, I was using another program to extract the files from the ISO, it always worked so I didn't imagine that was it, thanks for the help! -
netease messiah engine NetEase Messiah Engine - File Formats
wq223 replied to wq223's topic in Game engine file formats
This script is only used for Ace racing -
Fantastic, the models can be viewed, that means that the tracks as well? Here´s a track files if anyone want to check: https://drive.google.com/file/d/1yQ_bC3ANKZ8UXkLac6qOQk29qIrVAi2O/view?usp=sharing
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unrealpak.zip
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Warhammer 40,000 Space Marine (old and new) .pc Tools
Noob replied to Noob's topic in Game Localization
I don't know. -
You need to use UnrealPak (drag the folder to UnrealPak-Without-Compression.bat). You need to repeat the folder paths to the text files. For example, Exports\TheThaumaturge\Content\Localization\*all folders with texts are here*
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Warhammer 40,000 Space Marine (old and new) .pc Tools
Kefir replied to Noob's topic in Game Localization
- Last week
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What was the EA audio codec that started with 48 00 00 0C?
lorak replied to V12-POWER's topic in Audio file formats
Try this: sx -sndplayer -fileformatversion1 -xas_int -vbr100 <input> -=<output> Note that xas_int refers to XAS Interleaved (Version 1) and xas0_int refers to XAS Interleaved (XA Seekable). Please mark one of these post as solution. -
What was the EA audio codec that started with 48 00 00 0C?
V12-POWER replied to V12-POWER's topic in Audio file formats
Thanks man. So this SX tool is good to encode EA Layer 3 v1, but is it the right tool to encode to EA XAS v1? or no such encoder exists? -
netease messiah engine NetEase Messiah Engine - File Formats
GoodbayKOD replied to wq223's topic in Game engine file formats
PS C:\Program Files (x86)\Steam\steamapps\common\BLOODSTRIKE> py resource.py Please enter the library file path: Resources.mpk This is not a valid resource library file. PS C:\Program Files (x86)\Steam\steamapps\common\BLOODSTRIKE> py resource.py Please enter the library file path: Resources.mpkinfo This is not a valid resource library file. PS C:\Program Files (x86)\Steam\steamapps\common\BLOODSTRIKE> Any solution? -
Helldivers 1 .unit Models Help Wanted (Bitsquid/Stingray)
DreamingOxxy replied to DreamingOxxy's topic in 3D/2D models
Hm. I see, some models do have reskins, so maybe it's that? Like a skin of sorts. For example some of the armors use the same model for two armor sets, one just uses a different texture. -
Helldivers 1 .unit Models Help Wanted (Bitsquid/Stingray)
DKDave replied to DreamingOxxy's topic in 3D/2D models
The submesh info has a "material index" value, but the material files themselves seem to define more materials than there are materials used (or I'm not reading the material files correctly ...) -
Helldivers 1 .unit Models Help Wanted (Bitsquid/Stingray)
DreamingOxxy replied to DreamingOxxy's topic in 3D/2D models
Yeah, you can blow some body parts off, so there's gore submeshes, and for the armor pieces it looks like there's multiple meshes for each part (cloth, body, armor), the other guy did seem to figure out how to apply the materials to the models correctly, so maybe you can take a look. Alright thanks -
Helldivers 1 .unit Models Help Wanted (Bitsquid/Stingray)
h3x3r replied to DreamingOxxy's topic in 3D/2D models
Printf("vt %f %f\n",UnitVector[0].UVPosX,UnitVector[0].UVPosY); to Printf("vt %f %f\n",UnitVector[0].UVPosX,-UnitVector[0].UVPosY); should fix it. -
Helldivers 1 .unit Models Help Wanted (Bitsquid/Stingray)
DKDave replied to DreamingOxxy's topic in 3D/2D models
I didn't look at that other code, so I'm just starting from a blank slate almost. All of the textures used for a particular model have their hash ID values in the .material file, and the structure of that is fairly simple to read, although there's still stuff in there that's unknown - probably lighting values, etc.. It's also tricky trying to match the correct texture types - diffuse, normal, others - to the right texture files, and then working out how the materials are assigned to each submesh of the model. I notice that some models are made up of multiple parts and even multiple files, and some have different versions of the model in the same file, such as "damaged" models, etc. -
Helldivers 1 .unit Models Help Wanted (Bitsquid/Stingray)
DreamingOxxy replied to DreamingOxxy's topic in 3D/2D models
Ooooohhh nice! One thing I did notice with the script is the UVs were upside down, that might cause some issues in figuring out if the right texture is applied if you're using that guy's code as a reference. This is so cool though, I never expected the materials to be figured out at all with how random the files seem to be. -
Helldivers 1 .unit Models Help Wanted (Bitsquid/Stingray)
DKDave replied to DreamingOxxy's topic in 3D/2D models
I've looked at few of these - it's a bit odd trying to work out how the materials are referenced properly, but at least there's something:
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