Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. I managed to solve many problems for the Android version except for textures. I would also like to port textures from iOS to Android. https://e.pcloud.link/publink/show?code=XZps6AZMQmQNx6PzuYzxkr4g0XrMFJ73XTX Is it possible to somehow convert iOS textures to Android?
  3. Thanks
  4. Hi, it's almost always possible to use hex2obj if you can make sense of the binary hex data. But these wdb files are too small, imho, to contain impressive models. Maybe some of them need to be combined? Someone needs to try it out. seastat.wdb
  5. Hi its possible using H20 and hex2obj extracting this models files
  6. Today
  7. Yes! that's how the mesh was meant to look like! (eyes are missing since they're in separate files) Awesome results! Now, can bone structure be recovered from those files? I didn't got that that part yet but i assume assets like "barrel.lwo" or "wpn_brd_biobazooka.lwo" will either have no bones, or a single bone in center to not be empty, they don't have moving parts in-game. That guinea pig and wpn_brd_biostrike_saurus_xsi.lwo are fully animated in gameplay.
  8. any news? or download link of that version
  9. I already have the files and ran the analysis. I have a program to extract the files. But there are no DDS files. Unpack tool: https://github.com/zbirow/V-Rally-4-Tools
  10. https://github.com/GrzybDev/MGTools?tab=readme-ov-file#support i found tool for english.raw
  11. Since Dreamcast and PS2 ripping sound files from MVC2 disc method don't work, I'll try with Xbox instead. However it's weird how audio packages are different after exporting AFS01.AFS, and it's a .wpx format. It's confusing that I can't rip them with no luck. mvc2sound.zip
  12. Thanks, bro, for your support. Good luck with what you're working on now.
  13. Here is it the new pack.py file. pak.py
  14. how i make reverse enigneer for prototype?
  15. I became a reverse enigneer, just for this.
  16. How did you extract models from the prototype?
  17. By the way, I also have a friend that figured out how to actually play the Aug 29 2012 Build on his modified source Xenia build, and it actually works! You will have the virtualtexture mapper broken but it's literally like the final pipeline, I've dumped physical virtualtextures using Nvidia Nsight Graphics and they literally looked exactly how they should been looking like.
  18. Bro I already ripped all of them and saved to my HDD... There was also a literal nuke literally between one of them, a B.J. Blazkowicz You might not know but that was literally the reason on how and why I became reverse enigneer It took a lot of man-power to bring him back, but it was absolutelly worth it! It was an awesome pay-off for such hard work, he could also very easily end up burned to ashes in front of other trash in the recycling center if that Devkit was never found at the right moment... Here is a full extracted folder of the Aug 29 2012 Build: Which models specifically do you want to rip first? It was obviosly way, way easier than any virtualtextures but hovewer i could only extract level-architecture textures using vtex.exe and no _vmtr.pages. (Cause the compression is not HDP but DCT, probably more Rage-like)
  19. give the files. at least one Edit - I have file
  20. Yesterday
  21. Got a point cloud character and some normals, edit: got rid of them:
  22. NinjaRipper is an exploit! Just like The Graphic Debugers, RenderDoc or Nvidia Nsight Graphics, it was exactly designed for dumping numereous object's 3D Data as well as textures from GPU VRAM buffers. Tutorial: 1. Download NinjaRipper 1.7.1 (Recommended) - https://gamebanana.com/tools/5638 2. Download RIP to OBJ converter 1. Chose game's path and executable, click on "Run" 2. Press F12 at the moment when you look at the object you want to rp 3. Go to NinjaRipper 1.7.1, click browse, search for the folder containg your dumps NinjaRipper-OBJ.py
  23. Nvidia Nsight Graphics is a Graphics Debuging tool with a lot of shader debugging options, one of which is an option to view and dump the numereous object's 3D Data as well as textures too from GPU VRAM buffers. Tutorial: 1. Download Nvidia Nsight Graphics - https://developer.nvidia.com/nsight-graphics 2. Download CSV to OBJ converter 0. Go to "Tools" -> "Options..." -> "Enable debugging Steam overlay" 1. Click on "Connect" in "Application Executable" choose you game's path and executable 2. Press F11 at the moment when you look at the object you want to rip, minimize the window and now go to Nvidia Nsight grahics again (Highest quality settings required for full r esolution textures and max LOD possible at higher distances) 3. Go to the "Frame Debugger" -> "Geometry", it will display Vertex Input Shader models from the "Event" list of DrawIndexed Drawcalls, click on "Memory", click on save icon to save in CSV format. 4. Go to "All Resources" uncheck "Buffers" by single-clicking on them, double clck the the texture, click on save icon to save. CSV-2-OBJ.py
  24. RenderDoc is Graphics Debugging tool with a lot of shader debugging options, one of which is an option to view and dump numerous object's 3D Data as well as textures from GPU VRAM buffers. Tutorial: 1. Download RenderDoc https://renderdoc.org/ [RenderDoc 1.26 - if you want to rip from Chrome too] 2. Download CSV to OBJ converter 0. Go to Tools -> Settings -> Allow process injection (restart required) <- Recommended 1. Click on "Launch Application", in "Executable Path" choose the game's executble and click "Launch" (The RenderDoc will hook into graphical API's before launching) 2. Press F12 at the moment when you look at the object you want to rip, minimize the window and now go to the RenderDoc again (Highest quality settings required for full resolution textures and max LOD possible at higher distances) 3. Go to "Pipeline State" -> "Mesh Viewer", or click on "Mesh Viewer", you will see there each selected mesh from "Event Browser" -> "Colour Pass #" -> "DrawIndexed" Drawcalls in two different forms: Input Vertex Shader (Original model) and Output Vertex Shader (Deformed model), right click on any of the columns in Input Vertex Shader, select "Export CSV" 4. Go to "Texture Viewer", click on "Open Texture List" icon, click on "Save selected Texture", click on three dots and choose the path and name, choose format, click "Save". CSV-2-OBJ.py
  25. i just found two bulids for wolfenstein the new order. the files two bulids are different
  1. Load more activity
×
×
  • Create New...