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  2. Where is this file? Deleted empty directory because 900B did not yield any data! Extracted hex directory 1AAB Deleted empty directory because 1AAB did not yield any data! Extracted hex directory C5F1 Deleted empty directory because C5F1 did not yield any data! Extracted hex directory 1115A Deleted empty directory because 1115A did not yield any data! Extracted hex directory 28F3 Deleted empty directory because 28F3 did not yield any data! Extracted hex directory 61B9 Moved directory 61B9 to extracted folder! Extracted hex directory F920 Deleted empty directory because F920 did not yield any data! Extracted hex directory 245C Deleted empty directory because 245C did not yield any data! Extracted hex directory 44B3 Deleted empty directory because 44B3 did not yield any data! Extracted hex directory 11657 Deleted empty directory because 11657 did not yield any data! Extracted hex directory 2BFD Moved directory 2BFD to extracted folder! Extracted hex directory 9F57 Deleted empty directory because 9F57 did not yield any data! Extracted hex directory FCA2 Deleted empty directory because FCA2 did not yield any data! Extracted hex directory BF75 Moved directory BF75 to extracted folder! Extracted hex directory 11865 Deleted empty directory because 11865 did not yield any data! How to solve this problem?
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  5. https://wormhole.app/kzrova#8v0aqj6ogmHveTuudPGkCw hope this works
  6. strange I remember putting that in with the rest let me do it again
  7. You mentioned 1.7 GB of files - but that last set of files was only about 38 MB, so any meshes and textures are probably in that other data.
  8. that's strange, that was all the files there was for the demo, I'm guessing when it release Tomorrow there will be more then there was in the Demo files ?
  9. a friend and I had been digging through the format since you first dropped the unpacker, we've gotten to where the skeletons and blendshapes can be loaded in the .xbe assembly you can also find the codes that fun the face data table. I used Ghidra, and at FUN_000417FC will have a flag in the files themselves as FC 17 04 00, you will have to force any script to close off the draw the final polygon as it will just stop with a hole in the mesh credit to my friend Turk for getting a blender script sorta working Fun Fact, after digging though the files, Frontend_Table is the N64 intro, complete with the N64 logo and associated files for the intro, they are slightly different format to the main live and reloaded files, Turk tried to add support for it, but it was just a headache when trying to make it universally work
  10. I couldn't find much in those files - just UI images mostly. No models or textures.
  11. Does anyone know how to unpack a "cat" file? Text.zip
  12. Looks like someone figured out the encryption for the lza files, it turns out is just AES-CBC with a specific key, LukeFZ shared some code to decrypt the files via Discord. source.zip
  13. Hey, still didn't figured it out. I have successfully parsed texture data + some static meshes wihout index. It's all in one so it's not easy define what is what without proper debug which is not my cup of tea.
  14. Hell yes! An epic conclusion 🚬🦾😎 If you're the sharing type hmu on Instagram, would love to make some low poly sopranos content 😂🙏 Zachx.gif
  15. Hi, i'm trying to extract mvgl from "chaos rings 2 & 3" games and later pack it https://github.com/IcySon55/Kuriimu/issues/627 https://github.com/SydMontague/DSCSTools/tree/hundred-line
  16. Hi Made this tool, tbl support and pointers update. edit: v.2.5 CoD ps2 v2.5.zip
  17. Well after you figure out more and get to the graphics part, I can provide guidance. This forum also has Game Archive and Compressed Files categories for that earlier spelunking work. For any other readers who wander across this later, I'd go ahead and just provide any information you know upfront rather than wait for a sign of interest, like a link to that "previous title’s modding tool" (perhaps on GitHub?), as that may spark more interest. That will direct later guidance about what languages to use (C#, C++, Python...) and libraries to call... (ReverseBox, Noesis, ...).
  18. Last week
  19. https://wormhole.app/OXj5vJ#hQAidukTgkS9qLa96a7SLw let me know if this also work, also I put the rest of the other archives in there just in case they store textures in those files
  20. Hi ResHax. I tried more than ~50 times... still don't be succeed at translation. The game is free, because of Demo (https://store.steampowered.com/app/3008740/Winter_Burrow/) Someone, try by yourself because I don't have any hope more. File: resources.assets Asset: TextAsset (id 351) Inject any English word inside of "Obtained when chopping down sexy sapplings and fallen branches with an axe." sentence Finally, start the game, start a new story/game and say that you don't get this result: I used AssetBundleExtractor, UBEA, UABEANext, AssetRipper, Visual Studio Code, Notepad++
  21. You can do, if you can put it somewhere. There should be plenty of samples in it. Although I notice the full game is released tomorrow I think.
  22. ah, so it's in the big file, do you want me send that over to you ?
  23. There is some mesh data in those smaller files. Or at least I found one file with some model data, looks like some buildings. Would need some proper scripting. I can't see any proper textures in those files or any other models so they're likely to be in the bigger archive(s).
  24. Could someone write a tool that can handle this file? CoD-Text File.7z
  25. I updated the netease_mpk.bms script Added two new compression types, which should now handle more games # NetEase messiah game mpkinfo/mpk (script 0.3) # List of supported games:Diablo Immortal,Ace Racer,Badlanders,Lovebrush Chronicles,TankCompany # Originally created by aluigi get EXT extension if EXT & "info" # mpkinfo and any other similar extension else print "Error: you must open the info file" cleanexit endif string EXT - "info" get RES_NAME basename get VER long get FILES long for i = 0 < FILES get NAMESZ short getdstring NAME NAMESZ get OFFSET long get SIZE long get FILENUM long math IS_FOLDER = FILENUM math IS_FOLDER & 1 math FILENUM >> 1 putarray 0 i FILENUM putarray 1 i NAME putarray 2 i OFFSET putarray 3 i SIZE putarray 4 i IS_FOLDER next i sortarray 0 1 math LAST_FILENUM = -1 for i = 0 < FILES getarray FILENUM 0 i getarray NAME 1 i getarray OFFSET 2 i getarray SIZE 3 i getarray IS_FOLDER 4 i if IS_FOLDER == 0 if FILENUM != LAST_FILENUM math LAST_FILENUM = FILENUM if FILENUM == 0 string TMP p "%s.%s" RES_NAME EXT else string TMP p "%s%d.%s" RES_NAME FILENUM EXT endif open FDSE TMP 0 EXISTS endif if EXISTS != 0 goto OFFSET getdstring ALGO 4 if ALGO == "ZZZ4" comtype lz4 get XSIZE long savepos OFFSET clog NAME OFFSET SIZE XSIZE elif ALGO == "LZMA" comtype lzma get XSIZE long savepos OFFSET clog NAME OFFSET SIZE XSIZE elif ALGO == "ZSTD" comtype zstd get XSIZE long savepos OFFSET clog NAME OFFSET SIZE XSIZE elif ALGO == "ZZZZ" comtype lzo1x get XSIZE long savepos OFFSET clog NAME OFFSET SIZE XSIZE else log NAME OFFSET SIZE endif endif endif next i netease_mpk_v3.zip
  26. gameloft's texture formats are strange, usually encrypted or are different types when using a hex editor, it has a pvr header, rename it to .pvr and it'll open, make sure you choose the srgb colourspace as with linear it's brighter in particular, you sent a lightmap for the alps track the bus texture you sent has the same texture format
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