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sbeans joined the community
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Hi there, I'd like some advice on how I'd go about doing this, as I've always wanted to port these into other games so I could get a better idea of the scale of them on the ground. Any help will be appreciated! (Oh and here's what I was able to grab from the extracted files if that helps) extractedfiles.zip
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goodman joined the community
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Forza Motorsport 2023 - help in importing psv files for tracks
MxjorZ posted a topic in 3D/2D models
Hi there, I proceeded in exporting Fujimi Kaido from the game and I don't manage to import the .psv file of the track successfully into 3dsimed3. I selected the Forza 7/Apex format for .pvs and 3dsimed3 imports the track completely blank. Proceeded in exporting the textures and converting them but I need the help in importing it. If anybody can help with that, I'd appreciate it a lot. The end goal is to get it exported to a 3D format like FBX / OBJ. -
FullAuto_Enjoyer joined the community
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These files cannot be solved with this 🙂 Standard google sheets or any "CSV" file manager will do. 🙂 Well for the sound file you need to write a tool. 🙂
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Seth joined the community
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There was a ProjectG1M project (on xentax?) which I could generate a .dll from, April 2024. Drag&drop of g1m onto Noesis gave me this: Sadly I don't remember much so you'll need to search in xentax archives for more infos. edit: Seems it was Joschka's project, compare here, Zenhax archive Joschuka, github
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migyscak joined the community
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i need help with how to find font for translate game The Mortuary Assistant i can translate some main menu Game font don't support Thai language pls Help
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Diamond Rush - sprite files .f [Gameloft] [J2ME]
JeanxPereira posted a topic in Graphic file formats
hey, im working with this game and trying to extract the sprites first, in another post they seemed to have succeeded, but they did not mention in detail how it was done, seems like some of this file store midi audio files too https://www.vg-resource.com/thread-36977.html thank you in advance 🙂 DiamondRush_v1.2.1.zip -
On Windows you just double click it like normal .exe file
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Burnout series models (Takedown-era) .bgv/.btv
shak-otay replied to UndercoverBoy833's topic in 3D/2D models
Honestly I wouldn't waste a minute with this before DGIorio's posts from Xentax have been restored. -
Game Dave the diver, text remove code string
Giraffe replied to Giraffe's topic in Game Localization
can you fix the tool for this text, i have tried it but the text result can't appear txt.rar -
I would like to request file format specifications for The Punisher (2005) .rxc/.rxm/.dbr/.rfl and to write a new Blender plugins. Thanks in advance the_punisher_2005_characters.7z the_punisher_2005_level_model.7z the_punisher_2005_models.7z
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UndercoverBoy833 started following Burnout series models (Takedown-era) .bgv/.btv
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I know I know I keep making new topics of existing ones from xentax but I need help with Burnout models from Takedown-era games. And what I mean by Takedown-era burnout, this is about Burnout 3, Revenge, Legends PSP and Dominator. There's a blender plugin from DGIorio for importing Burnout models but it hasn't been updated since 2021 and it doesn't support latest version of Blender, it only works on v2.7, v2.8 and surprisingly it also works in v2.9 and not beyond. And I need help with the result. I just don't know how the models I have imported on my blender scene have mesh splitted by UV and idk if there's a way to fix it. And also this plugin is open-source so anyone can modify it. Result of models spilt by UV and in-game screenshot original Result of Burnout bgv/btv models PS2 versions unsupported having mess of UVs I have uploaded a sample of Burnout Revenge PS2 version in bgv I've shared the blender plugin if you want to refine and make it support for importing PS2 version of Burnout 3, Revenge and Dominator. So far it has support for Xbox version of (B3, Revenge, Revenge X360,) and PSP (Legends, Dominator, NFS Shift because it uses Dominator engine) and also fixes mesh split by UV For textures, you have to talk to Edness since he made a noesis plugin for all Burnout games (except Paradise) CAR1A.7z import_bgv.py
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vistekis started following Ultimate Spider Man Models (.pcpack)
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Using the QuickBMS script, I've extracted .pcm files -- apparantly they are pcmesh files (or .gcm/ gamecube mesh for gamecube... etc...). I can find the vertex, uv's, and index data easily however, the index's are warping to random vertex points making the mesh look like a porcupine. i.e: if I open the wolverine pcm model, I can find the vertex's at 0x10000, with a padding of 52, and make a point cloud; the index at 0x1a50, but face triangles are jumbled. I think it's due to submeshes, but I can't find any markers for them (kinda new to this shit tbh). attached some of the pcms, can anyone help me figure out the faces to make the models look correct? thanks in advance for any assistance. usm.zip
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tycktyck changed their profile photo
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Hi guys! 🙂 Can anyone make a tool to translate this game? 🙂 I tried a few programmers a long time ago but unfortunately none of them worked. The game ran for 1 minute and then crashed. Thank you 🙂❤️ I have attached the files. Localization.rar
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All right, I found the problem in those weird meshes. As we know, all meshes have a Tag(00 80 02 6C) and next to this is vert count(4 bytes), then 32 unk bytes, then Vert Tag and vert buffer; Unk Tag and Unk buffer; Uvs Tag and Uvs buffer and finally Vcol Tag and Vcol buffer. But those weird meshes have an extra block of data between vert buf and Unk buffer(this block does not appear in regular meshes). Script from Dave finds Mesh tag(00 80 02 6C), reads vert count and skips 36 bytes(Including vert Tag) to go to vert buffer. I added code to read the other buffers but that extra block of data is causing the problem. I did not notice that extra block before when I edited the script.. Tags are made by 4 bytes, first 2 bytes is like an ID, 3rd byte is count and 4th is unknown. So for tags in buffers: Vert Tag: 02 80 XX XX Unk Tag: 03 80 XX XX Uvs Tag: 04 80 XX XX Vcol Tag: 05 C0 XX XX I need to edit the script again and find a way to skip that stupid extra block.. BTW, I found more weird meshes in the file, meshes 380 to 388(these meshes are the teeth), to find that extra block in meshes search for bytes 0E 05 00 01 This image explains all, compare this mesh to the 1st mesh in the file to see the difference:
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Glad to hear it, thanks for checking back in.
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OK!, I added Uvs and vertex colors but in some meshes of the head(mouth and nose)this looks weird.. Each mesh has 4 buffers: vertbuf, Unkbuf, Uvbuf and Vcolbuf. So probably those meshes have differences in Unkbuf, Uvbuf and Vcolbuf(not in vertbuf because polygons look fine). So you need to check those meshes with Hex editor to see what is happening there, the problem is in the last meshes of the file(from 869 to 997). Here are some images, you can see that vertex colors and Uvs of those meshes are a mess.. By the way, thanks for Uvs format @shak-otay
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Prince of Persia Forgotten Sands Localization Tool
Jsnbrody replied to Jsnbrody's topic in Game Localization
So first I will explain everything and apologize for the slightly erroneous information. Recently I realized that all the files that are exported and imported from Delutto Tools DATA give an error for this game. To translate the game we need a tool and import and export files from *.data. They are compressed with lzo 2, not similar to 1. You need to tie files for localizations from data. From them you can only take bmp fonts as textures because they use .FireFontDescriptor like Assassin's Creed and LocalizationPackage. Fonts Textures are contained in DXT5 format I once extracted, but I could not import because I took it purely from HEX Editor. For a complete examination I will give you the necessary files. All files will be extracted with Delutto FORGE Tool 1 localization file It is taken from DataPC_LOD.forge and it contains the file 19-LocalizationMenuPackage_English.data . Inside it is the game Localization file. 2 This is a font It is taken from DataPC.forge and it contains the file 19-Game Bootstrap.data . It contains the font textures. Sava_POPTM is such a name. If the tool extracts well, you can edit it through HEX 3 (Optional) .firefontdescriptor font It will be optional since you can edit from the texture with the font. Of course, if you are not interested in this. The main goal of localizations is to extract files from .data, edit and push them back so that it counts everything, especially in the game. But for localization of text a tool is also needed (*.LocalizationPackage) Delutto tool DATA does not work for this game. But Delutto tool FORGE is working. and thanks for help bro All examples.rar
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