All Activity
- Past hour
-
foxmaclaud joined the community
- Yesterday
-
Reshax863526290 joined the community
-
I've used this software, and it seems to only work with certain image APIs?
-
Yumiko joined the community
-
I also noticed that the file spec linked above for .cmf files is different to the samples provided, i.e. the samples are earlier versions of the format and don't match the spec exactly. Some of the samples are versions 700 and 1100.
-
pororosh2_5 started following MarvelVR-Win64-Shipping.part01.rar
-
pororosh2_5 joined the community
-
[PS3] Zombie Apocalypse **The edited DDS file is not working**
h3x3r replied to yerayay1's topic in Graphic file formats
*.abc is font map. Maybe you can add some characters in it. Now for the texture. Original is 32 bit rgba, yours is DXT5 which is not exact as org. Also i noticed you didn't change alpha channel of the char which is crucial for correct display. -
Oh, my bad should have backread. I’ll make it when I’ll have some more time, if i do ill definitely link it here
-
edit: if you thought (like me) to get some models for free after having installed ATaleInTheDesert: forget about it! It's a subscription based game.
-
I’d make one if this format was actually used somewhere
-
DelEnd joined the community
-
German_octo joined the community
-
ralphy joined the community
-
Good luck. Well, first I've to admit I don't like the mesh format, so I'm biased. I don't understand the logic how vertex blocks are built in cally_head.cmf. After getting a stop condition assembling the vertices was not too hard but I didn't get the face indices applied. So I used meshlab for building the mesh.
-
dj462 joined the community
-
gjjgf joined the community
-
Nya222 started following campcomp0924
-
xijinping joined the community
-
Please upload original data. Not converted.
-
Eilde changed their profile photo
-
Eilde started following Garou Golden Knight - PS2 Almost fully modifiable except animations
-
This is my first time posting on this website so please forgive me for not formatting this properly if such I made a mistake. Recently I have been reverse engineering a lot of different games for various old consoles or obscure hardware/software. Some due to clients "Paid commissions", other due to personal curiosity. List is rather large. Recently, I came across the game Garou Golden Knight. I was asked to make tools and a system as to where people could easily "mod" the game. So far, I am about 80% there. Packing/repacking tools work. Decompressing the files is required before any file editing, etc. This game like many others uses Renderware for models, animations, etc. You could use the dragonFF model importer for the models though expect issues. Most models use a plethora of static parts "which is common with PS2 games using renderware among others" so you are not going to get a full single solid model but many pieces with a simple underlaying body and armature. Some animations are done literally through text based files and "in game load up" to attach some static models to specific bone/location/orientation. games uses a lot of txt based files making it extremely easy to mod. I have a client begging me to finish tools for this game which I am not fully able to and out of frustration about to tell them to pike off. The animations for this game use a vendor I am not aware of for Renderware flavours. The format is the common rwanm but not the standard vendors/flavours like Climax, Eighting, etc.... For those that don't know about rwanm I will elaborate a little about these in particular. They are RenderWare Animation chunks (chunk id 0x1B). The version is 0x100. With these animations, they behave like expected (multiples of 16 pointing backwards). Others clearly do not. Many offsets point forward to keyframes that haven’t been read yet (e.g. 1248 when we’re only at keyframe 76, and 1248/16 = 78). There are also huge values way beyond keyframes_num * 16. If you were to try known renderware animation importers, they will all give errors or assign a wrong vendor to these. Example being ValueError: 65226 is not in list. Most of the time values, when interpreted as plain floats, are nonsense (gigantic positive/negative values, denormals, etc.), with only some near 0 or a few small fractions looking “reasonable”. These .rwanm are not the same “TM compressed rotation” variant of any vendor I have messed with in the past or for any known blender/noesis/3ds max importer. It’s almost certainly using game-specific compression/packing on top of the base RW structure. If you try the well known blender animation importer for renderware it will try and associate these animations with trashmasters and only give errors due to misinterpretations. This game has been giving me more trouble than any other renderware game I worked on. I spent 3 days straight now and still have made 0 progress while simply doing a whack-a-mole attempt at making a valid working importer for the animations. If I can get help with these animations I could finish the modding suite for this game. With this post I am uploading a rar file that has two animations. One small, one average, the texture file and the base skeleton/body for one of the characters these animations belong to. At this point, with the amount of frustration I have had with this game... If I had some help with the animation format to successfully be able to get them into blender or even noesis.. I would then add that to the tools and make them public. This game was/is more difficult than the King of Fighters Maximum Impact series with their animations..... If I could get help with this I would be more than willing to release tools for many other games that have no public tools nor have a active modding scene. I know people like to steal from these games, that isn't the point of this. My work is for modders only. While I hate writing this.... If you are replying only to try and get assets from this game, that won't happen. Any help with this would be most appreciated. I can't spend weeks on this and have too many other jobs to complete. I will try to reply when possible to those offering advice/information or perhaps even a solution. Thank you in advance even if you just want to poke at the animations. Something is better than nothing. Garou test files for public.rar
-
- animations
- modding
-
(and 1 more)
Tagged with:
-
Stumbled on this thread and it's very cool to see old Rare games being explored this way 🙂 I have an old Kameo Elements of Power prototype iso from the first Xbox (here: https://hiddenpalace.org/Kameo:_Elements_of_Power_(Oct_1,_2004_prototype ) and I would like to explore / extract assets from it, but my knowledge of reverse engineering is very limited. There is this tool that kind of works with the Xbox 360 version of the game : https://github.com/NCDyson/RareView However, it does not with the OG Xbox ISO. The two ISOs are very similar though as the gamefiles are packed in .lvl files. But it seems they're encoded differently, or their headers are different, I'm not really sure. I was wondering if Conker and other OG Xbox Rare games were using that file format too ? I'm eager to see how your tool is going to evolve, do you think it could be used to browse the prototype ISO as well ? 😄
-
PES 2019/eFootball PES 2021 .gani/.mtar file
shak-otay replied to Aoba's topic in Animation file formats
I didn't check that. I merely showed that the "gani to json" problem was not a problem. -
EyeToy Play - ETI Files
randomuser142668 replied to randomuser142668's topic in Graphic file formats
-
(Mobile) Dead Space .M3G Model/Texture Bundles Help
Mr. Robot replied to DreamingOxxy's topic in 3D/2D models
Basically, I'm patching the smali code and can't solve the problem with the textures because I don't know if it's a problem with the native code or the textures themselves. - Last week
-
Please upload some samples.
-
PES 2019/eFootball PES 2021 .gani/.mtar file
ezitobezito replied to Aoba's topic in Animation file formats
so what can you do? can you extract pes 2017 and pes 2020 exlusive celebrations and add them to pes 2019? -
Version 1.0.0
14 downloads
There are files to be extracted from the ZIP files inside the folders in the Scenes directory of the game. -LOC: Contains subtitles, briefing texts, etc. -TEX: Contains textures and fonts. Use the texeditor39beta3 tool for TEX files. Use the loctool11beta tool to open LOC files. However, for the following files only, use the Hitman2Loc-edited tool: C0-2__MAIN C2-2_Briefing C2-2__MAIN C2-3_Briefing C2-3__MAIN C2-4_Briefing C2-4_CUT_Hitman_CheckSuitcase C2-4__MAIN C4-2__MAIN C4-3_Briefing C4-3__MAIN C5-2_Briefing C5-2__MAIN C5-3_Briefing C5-3__MAIN -
-
[PS2] Junjou Romantica Koi no Doki Doki Daisakusen PTD file extraction
Rabatini replied to Pato's topic in Game Archive
There is the tool PS2JunjouUnpacker-decompressor.zip -
Thank you for your nice feedback.
-
Destinyterror started following need help fixing animation [.tmo2]
-
this for the game Onee Chanbara ORIGIN , when i extract the model => tmd2 then i import to it animation the hands/fingers get's messed up dunno if it's a problem with the extraction or the importer it self : https://imgur.com/GbiQSFe https://imgur.com/2NWNUbD https://imgur.com/09upwk4 sample : https://mega.nz/file/vgBSlQxL#7vGvdWy9eiD7cgsy5OaKyxpdD5zK56HdnpRFlmDN_S0 importers for blender : for model tmd2 (it can also import tmo files but by dropping them directly into blender no drop menu or option ) => https://github.com/Al-Hydra/BlenderTMD2 for animation (tmo2) => https://mega.nz/file/blRAlb4R#iwbCbkflPokbiqXUncxe6I4b4EQSJaVy5fxmmO7ueXQ
-
Models of Wolfenstein: The New Order (Beta Build)
user3678 replied to erickkingofarmy14's topic in 3D/2D models
[Xbox Controller is required] INSTRUCTIONS: After pressing A don't set HDD for the game just straight up boot into the dev menu and select the chapter, after that you will be booted into the game with broken mapper so the texures will be randomly mapped on 3D Models after that you can Use Nvidia Nsight to Dump all the models and textures or use RenderDoc. -
Models of Wolfenstein: The New Order (Beta Build)
user3678 replied to erickkingofarmy14's topic in 3D/2D models
No I mean the files are indentical, both are Big-Endian for vase folder, resources file, aside the executable (.exe and .xex) hovewer the DCT compression is more Rage like and no one figured how to decode Rage virtualtextures at the moment, but if you want, we can actually try to feed a lot of sample infos about the virtualtextures to Claude. I also know how to actually run the game,you need to use that custom xenia build from Discord Server of Hidden Palace -https://www.mediafire.com/file/060wguj9v42tpou/XeniaForWolfensteinTheNewOrder.7z/file Recommended settings: d3d12_readback_memexport = false d3d12_readback_resolve = false -
So I was able to extract the ETI files from EyeToy Play to PNG, but I got misarranged and distorted results, Can anyone help me?
-
Models of Wolfenstein: The New Order (Beta Build)
erickkingofarmy14 replied to erickkingofarmy14's topic in 3D/2D models
Damn! You're right, I'm a beginner but the prototype is only for Xbox 360.
ResHax.com: Empowering Curious Minds in the World of Reverse Engineering
Delving into the Art of Code Unraveling: ResHax.com - Your Gateway to the Thrilling World of Reverse Engineering, Where Curiosity Meets Innovation!