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Showing content with the highest reputation since 03/26/2024 in all areas

  1. Version 1.3.0

    284 downloads

    Dragon Age The Veilguard tools. Work same as my previous frostbite tools. toc_dav.exe - dump tool Change .ini file parameters: - game path - dump path - selection to dump "ebx", "res", "chunks" or "all" Place oo2core_9_win64.dll from the game next to the tool. Then drop any .toc file onto .exe to dump assets. Or run from command line with 1 parameter - toc file name. Main file is default.toc, voice files are inside subfolders - en.toc and other languages Fb_dav.exe - model tool Takes .MeshSet as parameter. rgz_skeleton.ebx - main universal skeleton for all humanoids. Must be in the same folder. Game has 2 skeletons with this name, you need the one from "techanim" folder, which is bigger. If you need another skeleton, use its name as 2nd parameter. Or rename it to rgz_skeleton.ebx. Tool will try to find chunks automatically. If not, it gives error message with chunk name. Set of smd files - to fix distorted faces They are 2-frame animation files to transform head model to its normal state. fb_strands.exe & fb_strands_c.exe - hair tools Each hair model has .StrandHairResource and .StrandHairSet files, and also a small EBX file (about 5kb in size) next to it which has its parameters, including the initial position. This EBX file is usually called the same, with _strand_model.ebx or _model.ebx in the end of its name. Tool takes 2 or 3 parameters: fb_strands.exe <StrandHairResource> <StrandHairSet> [EBX] First 2 parameters are required, but if you add EBX in the end, it will try to place static part correctly. fb_strands_c.exe is experimental version for curly strands. It looks more or less fine, but not 100% proper, so i'm calling this tool experimental. Later it may be improved. Hairs will be exported as 2 OBJ files (one for flowing, one for static part) with curves, which can be later converted to meshes or particle systems in blender or other editor. OBJ files will have hair groups marked, which can be useful for rendering.
    12 points
  2. Version 1.0.0

    328 downloads

    Tool for FFXVI (Final Fantasy 16) models. So far it must support all (or almost all) models from "chara" folder. Static map parts may also work. Did not test much of the others. Requires 1 or 2 parameters. Usage: FF16.exe <mdl> <pac> 2nd parameter is needed for skeletons. If you don't provide .PAC file, model will be exported as static mesh. The PAC file for character group is in its corresponding "pack" folder.
    12 points
  3. I'm going to do tools for it, and release it here on reshax. I plan to support characters and maps, like it was before with FF7 remake.
    11 points
  4. Dear Reshax community, We’re grateful to have you as part of the Reshax family, and we hope you’ve found value in the discussions and resources our forum provides. As you may be aware, maintaining an active online community comes with costs—particularly for hosting and the necessary licenses to keep the forum running smoothly and securely. For almost a year, we’ve been covering these expenses ourselves to ensure the forum remains accessible to all. However, as the community continues to grow, so do the associated costs. We need your support to help cover the expenses for hosting services and licensing fees, which are essential for keeping the forum operational and maintaining its quality. Any contribution, no matter how small, will go directly towards these costs, allowing us to continue providing a reliable and engaging platform for everyone. Your support will help us ensure that the forum remains a place for learning, sharing, and connecting without disruption. We understand that not everyone is in a position to contribute, but if you are able to help, it would be greatly appreciated and would make a significant difference in keeping Reshax running strong. Thank you for being a part of our community and for considering supporting us. Together, we can sustain Reshax as a valuable resource for all. DONATION : https://reshax.com/clients/donations/1-license-and-hosting-cost/ Your Reshax team forever :)
    11 points
  5. 10 points
  6. I'm working on a set of tools for Dragon Age Veilguard. So far, i have dump tool to extract all files, all models can be converted. Also i have fixed the usual frostbite distorted faces. Now checking if something needs to be done with unified skeleton or textures, and then tools will be published here.
    9 points
  7. I'm looking at the textures/materials now, trying to allocate them properly. Just a few tests so far:
    9 points
  8. Good news. Issues with missing objects and incorrect normals were fixed. Now tool is really close to release.
    9 points
  9. Version 1.0.0

    947 downloads

    Here is a list of all (or almost all) Xentax topics archived by wayback machine. Find topic name with search or filter (see "spiderman" screenshot as example), then copy URL for the list, and open it. There you can read the whole topic, with instructions and comments. But there will be no attached files. You can get attached files from archive.org - https://archive.org/details/xentax.7z in "attachments" folder. They are sorted by forum number and topic ID. So you have to look into corresponding forum folder (16 = 3d models in this example) and topic folder (20634 for spiderman PS4) - there you can find all files attached to that topic for each post (in there are many).
    7 points
  10. Its getting there, I have more objects placed now. But still not all.
    7 points
  11. Adding materials... thats probably last thing its missing before release
    6 points
  12. Things are getting better. Almost everything is in place now.
    6 points
  13. Donated $50 because I believe in this site. You should too!
    6 points
  14. Tool v1.2 posted. Work is not finished, i'm looking into getting custom characters now. Also maybe i can get real hairs later. Textures not supported yet, but they can be extracted with tools for other frostbite games.
    6 points
  15. Zenhax is alive, at least it has returned as read-only. https://zenhax.com/index.php.html
    6 points
  16. Version 1.0.0

    860 downloads

    Uploading all my tools will take a lot of time, so this is temporary solution. Most of my tools were released on zenhax, and now available with wayback machine. But how to find them? Here is a list of all topics from Zenhax archived by wayback machine, including attachments and inline scripts. Find topic name with search or filter (see "horizon zero" screenshot as example), then copy URL for the list, and open it. This way you can download almost all of my tools. And also all tools/scripts published by others through the years.
    6 points
  17. please update the script ! if you would be so kind.
    5 points
  18. Tool released. Its an early version (as usual), but already makes very good results.
    5 points
  19. Hi everyone! Formerly I made a text unpacker/repacker for Sniper Elite games and shared with you. However it had some problems, bugs, and was made in php, which I had troubles to make it a useable .exe to share with you. So I decided to reprogram it in a more modern language and environment. It took several days, but after all, totally worth it. I fixed several bugs, made new ones, but now it works with more Rebellion games and has more convenient usage. It usable with gui and command line too. Right now works with Sniper Elite 2-5 (the first one is too old and have different file format, have a separate repacker), Nazi Zombie Army 1-4, Strange Brigade, but probably works other Rebellion games which uses asura engine. It is downloadable from my website: http://lajti.hu/se_repacker.php I hope you will have fun to (not machine) translate with these games. Cheers!
    5 points
  20. FORUM RULES General Rules: In general, please bear in mind the following regulations that pertain to most commercial games (the "Application"), and which it NOT allowed on our forum: Prohibited Actions: Users are not allowed to engage in activities related to cheats, automation software, bots, hacks, mods, or any unauthorized third-party software in connection with the application. Commercial Use: Users cannot use, reproduce, or distribute the Application for commercial purposes. Actions Leading to Violation: Users should not provoke or encourage actions that violate the Application's terms of use and the User Agreement. Additional Rules: No Sharing of Illegal Content: Publicly sharing illegal content is prohibited, and consequences may be enforced. No Warez Discussion: The forum does not support discussions related to cracks, hacks, or illegal activities. Respect Others: Users are expected to treat others with respect and not engage in harmful behavior. No Unauthorized File Uploads: Users should not upload files that belong to others. Politeness: Users are encouraged to be polite and respectful to others. No Adult Content: Posting explicit content is not allowed. Seek Help Politely: When seeking assistance, users should post in the appropriate forums and ask nicely, but rule search first and then ask later is apply. Show Gratitude: If you receive help from someone, it's considered polite to thank them. Avoid Contacting Senior Members: Users are discouraged from contacting senior members via PM for help. English language is a requirement for communication on the forum to ensure better understanding among users from different countries. Use of other languages is not allowed on the forums! Do not share any commercial game assets and do not ask others for sharing game assets. Ask for help with ripping instead. Don't reply to threads here asking for help, by telling the person to join the Discord (or any other website/service) for a tool or script or whatever; instead post a publicly-accessible link or a copy of the script, or directly include the relevant tool as an attachment to your post, but preferably use our Downloads system instead. Before you create a topic in the forums Game Modding, please ensure you name it correctly! For example, [PC] GameName or at least Name of the STUDIO could also work. No generic names are allowed. All topics not following these rules will be removed. If you receive assistance from members here or on the Discord server, please reciprocate by sharing tools and knowledge in the designated section and ensure that you mark the topic as SOLVED. Before you post something use SEARCH first!! Don't sell any mods if you used the Reshax forum to get the tools to make them. This will lead to an instant ban, no questions asked. The rules state that non-compliance with these regulations can lead to instant banning or account deletion. Users are advised to adhere to the rules to avoid consequences.
    5 points
  21. Currently testing map objects placing. Not ready yet, but hopefully soon.
    5 points
  22. Got staticmeshes working, now time to place them on a map.
    5 points
  23. ImageHeat Download --> https://github.com/bartlomiejduda/ImageHeat
    5 points
  24. Version 0.4.3

    393 downloads

    A QuickBMS archive extraction script for NetEase NeoX Engine NXPK (.npk) archives. Originally authored by aluigi (pre-v0.4.0) and modified by me. Currently Supported Games Force Extraction (no guarantees) Identity V (NeoX 1/2) Onmyoji Changelog
    5 points
  25. sorry for the radio silence; when Lake House fully arrives along with the QOL update tomorrow i'll make an update to the script (eta tbd) that'll have updated offsets for hopefully all previously supported models (and new ones if applicable).
    5 points
  26. Have still been working on nxds. Current progress can be followed here: https://github.com/Nenkai/FF16Tools/pull/11 The lengthy part is every table needs to be manually supported, so the past 10 or so days was spent defining all ~800 tables correctly.
    5 points
  27. The tools have been updated with texture conversion support. Since textures are located outside the models, this should be one less thing to worry about.
    5 points
  28. Well it start to be tricky. I noticed that *.HierArchy is constructor for collision meshes. It has matrix4x4. Also collision meshes uses only 3 floats all the time. So there is no confusion in order type. But it lack uv's a normals somtimes. So my best bet is output all collision meshes then extract uv's and merge it together. Which will be pain in ass without automation. EDiT: So far so good... Collision mesh. Some parts must be corrected with matrix. Assembled...
    5 points
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    5 points
  30. Yes, but it's still in progress, not ready to upload it yet while I iron out a few issues.
    4 points
  31. Here's an initial Noesis script for the TMD2 mesh files. I've probably made some assumptions with the format, so I don't know if it'll work for other tmd2 files that I don't have samples for. It doesn't load the textures/materials as yet, mainly because I'm not 100% sure on how they're referenced, but it will do vertex colours and the bones should also work. bleach_rebirth_tmd2.zip
    4 points
  32. Yeah, original scripts don't seem to account for all of the different vertex formats, so a lot of meshes won't work. I can get the skeleton working by doing some manual extracting of the data. I'm not sure if the original script author(s) will update theirs. If not, I may do an updated one at some point.
    4 points
  33. Version 1.0.0

    358 downloads

    Localization tools for game. Currently NOT WORKING with AC: Shadows Made by NoobInCoding, thx P.S using this as sample for tutorial as well..
    4 points
  34. Version 1.0.1

    143 downloads

    Final Fantasy VII Rebirth tool Exports static and skeletal characters, maps (including nanites). In addition to all DLLs provided here, it requires global.ucas file from the game, it must be in the same folder as .EXE. Usage is similar to previous FF7remake tool. See below. Main difference is that nanite maps (using nanites) are exported in DMF format (download blender plugin for it here). Tool usage: You can use the tool to convert individual assets, or all assets in a folder. 1. To convert one asset, drop asset file onto the tool, or run the tool from command line with asset filename as parameter. If asset file contains a texture, it will create "texture.db" file with information for later use in map extraction. If asset file contains static or skeletal mesh, in will be exported to ASCII. Raw data will also be saved in "staticmesh.raw" & "skeletalmesh.raw" folders for later use in map extraction. If asset file contains a material, it will export material info in a text file, and create "material.db" file with information for later use in map extraction. If "material.db" file already exists next to the tool, it will be updated with newly found materials. If asset file contains a blueprint, it will create "blueprint.db" file with information for later use in map extraction. If "blueprint.db" file already exists next to the tool, it will be updated with newly found blueprints. 2. To convert all assets in a folder, place the tool in that folder and run it. Tool will search that folder and all subfolders for .uasset files and try converting them all. When prompted "are you sure?" you can press "enter" to confirm or Ctrl-C to cancel. 3. To convert maps, drop .umap file onto the tool, or run the tool from command line with umap filename as parameter. Current version will extract static meshes, skeletal meshes, blueprint-generated meshes and nanite "terrain streams" from a map. For map extraction to work, "staticmesh.raw" and "skeletalmesh.raw" folders with previously extracted data must be in the same folder with the tool. If some models will be missing, tool will give messages. If "blueprint.db" file will be next to the tool, it will try and place all models mentioned in blueprints on the map. There's no proper blueprint support, so some models may be placed incorrectly. If "texture.db" file will be next to the tool, it will be used to assign proper material names to nanite parts of a map instead of hashes.
    4 points
  35. Version 1.3

    68 downloads

    A tool that extracts the SCEE London Studios PS3 PACKAGE (.PKF, .PKD, .PAK, .PKG, .THEMES) files. It supports all of its known variants - plain, compressed, encrypted, 32/64-bit. Compiled for 64-bit Windows and Linux. Usage is simple: scee_london "/path/to/Pack0.pkd" "/path/to/out_dir" Alternatively, on Windows it's also possible to just drag and drop the PACKAGE file onto the executable.
    4 points
  36. Tools for Spider-Man 2 PC port will be released here. Right now main priority is model export/import. Usage will be very similar to Spider-Man 1 import tool. Tool already works, but has some restrictions. And these restrictions are different from SM1. For example, there is no more limit for number of bones, which means any model can be imported, including any head model, or spiderman mask. Another example is that lookgroups now have more complex layout, which is not supported yet. Second UV channel not supported now, but will be added soon.
    4 points
  37. Lot of great work being done in this thread, I've done a Lot of IDV extracting with the old QuickBMS scripts initially shared around on Xentax, and thankfully was able to back up all the files from before the new engine update, and have been extracting from those. But there's quite a lot of skins I'd like to extract to use in animations, and the old script doesn't work obviously. Thanks to everyone for their hard work in here. I've not seen the NeoXtractor before, but it seems really good, and hella helpful! Thank you for sharing it! I'm hoping to see more updates to NeoXtractor though, as it seems a lot easier and better to use just one app, to view the .npk, rather than having to decompile the entire thing, and then blindly browsing via RMA, which is what I have been doing this entire time. (I don't know how most people here get their textures, but I just use Ninjaripper 2 to extract them from the game whenever I find a model to use, as the textures are All over the place when extracted from the .npks..) Also, TeaEffTeu I've seen you around a few times and matched with you a few times recently on tha NA server! I always thought your name was fun, but I had no idea you were up to all this in the IDV community. Thanks for contributing to this, it's a huge thing for me, as someone who is a 3D animator and artist, being able to extract the models to use in Blender and such is not only fun, but just really cool. Thanks for contributing to that! Small world lol I remember altering my old BMS script in the past to kinda work when they made the new-ish .npk format after Fools Gold came out, but a better edit came along from someone else soon after. I'll make sure to share any helpful info I can involving the BMS scripts, or just the file formats in general. Thanks once again to everyone helping with this process! ^^
    4 points
  38. Thank @Franco for help me test importing text into gameresources_patch1_pc2.resources. It will be completed at least by next week or later.
    4 points
  39. My job is not to do YOUR work. My comment is for other people so they don't have the hope for something that not exist
    4 points
  40. Tut localization GOWR written by me, try it Tut translate GOWR.rar
    4 points
  41. NaughtyDogLocalizationTool.rar I edited the code a bit and now it should work for Uncharted as well.
    4 points
  42. Due to a user's request I upload the script of Mariusz Szkaradek here (because I didn't find the link any more). All kudos go to Mariusz. Important! For Windows 7 and higher it's required to copy the newGameLib folder into the blender 2.49b root directory. And no, it doesn't work with newer blender versions. Blender249[WatchDogs][PC][xbg][2014-10-25].zip
    4 points
  43. The tool is now available. Download: https://github.com/Wildenhaus/IndexV2/releases How to use:
    4 points
  44. i received a few donations and decided to make a bit more progress. i hate the way saber does things so much model download (still a bit iffy)
    4 points
  45. It's ATCA, a proprietary Qualcomm ATI/AMD format. Kuriimu2 gets the job done, just use these settings (change the width and height to 2048 for the HUD): edit: Nope, the format originated at ATI. It seems to be a slight variation on S3TC, which explains why some of the colors looked weird.
    4 points
  46. Here is a set of H2O files for Shimura's armor. The creation of obj files may not be to everyone's taste but that's what I can provide. You'll need the newest version of hex2obj for this. Read '...multiple_H2O.txt' in the zip. hex2obj, v 0.25 Use File\SaveAs Mmesh (saving of single H2O files is not supported so far for xmesh because the required code change is not a 15 minutes job). H2o files appended here. Didn't check all uvs. For some an uvbSize of 20 instead of 4 might be required.) (Tool for creation of H2O files still under development.) edit: updated the zip with H2O files shimura_samurai_armor.xmesh_H2O.zip
    4 points
  47. Tool is almost done, need to update asset lists and such.
    4 points
  48. Hello. I would like to share with you my private tutorial links collection. These are useful topics from Xentax, Zenhax and any other reverse engineering related sites that I was able to find in the Internet. I have put them into categories. You may encounter situation when one tutorial fits to few categories, but it is placed only in the category that it fits most. Also, you may encounter tutorials with "[PL]" mark, these are tuts in Polish language. If you don't understand this language, just skip them. Also be aware that I haven't read/watch some of these tutorials yet, so I can't recommend you which tutorial is the best choice, sometimes I'm still learning new things just like you and on this list you may find tuts that are not very useful for you, so don't blame me for that. 🙂 Just pick your favourite category and start learning. If you are complete newbie, I would recommend to start with tuts from category "Basic knowledge". If you have any other good source of knowledge, you can write a comment below and I will update this tutorials collection. Also remember that those links may be dead some day, so don't blame me for that and just make a copy for private use 🙂 So that's it. Enjoy. 😄 Links to tutorials: Basic knowledge (you should start with these if you are new to reverse engineering) - Definitive Guide To Exploring File Formats - Beginner Learning Materials on Reverse Engineering Video Games - What is a File Format? - Analyzing and Reverse Engineering a Game Archive - Key points to successful hex reading - Overview of game file formats and archives - REWiki - Reverse engineering hints - HOWTO-Reverse Engineering QuickBMS - [TUTORIAL] What is QuickBMS? How to export and import with QuickBMS? - QUICKBMS GUIDE - QUICKBMS GUIDE 2 ZLIB - QUICKBMS GUIDE 3 IF ELSE - Basic BMS Scripting - QuickBMS documentation - QuickBMS crc engine - QuickBMS - Reimporting files in the archives - QuickBMS - Scan all the supported compressions - Example of archive format reversing with QuickBMS (medium) - Practice with archives and quickbms scripts - [TUTORIAL] Making BMS Scripts MultiEx scripting - MultiEx Commander Manual - MultiEx Commander 4.5 YouTube tutorials - MexScript Documentation - Let's MultiEx Encryption tutorials - How to guess basic obfuscations: xor and sum/rot - Reverse simple decryption - Reversing AES Keys UE4 + AES Keys Collection - How To Get PAK RSA Key (Wolcen / CryEngine Games) - Retrieving ZIP passwords from games - the zero skills way - Retrieving ZIP passwords from games - the debugger way - Retrieving ZIP passwords from games using plain-text attack - Hacking Zip Passwords (C9) - Checksum / CRC scanning - Decrypt any vita game (no custom firmware needed) - How Unpack Themida 2.x.x or How Unpack Themida 2.x.x (WXP) - SM Hasher / Murmur3 hash + Wiki + Python implementation - LCG + sources + Cracking LCG + LCG in VC2 - Decrypt unity 3d files with Frida - [Tutorial] How to get Allegro passwords Hash tutorials - [Tutorial] How to restore hashed filenames from archives Compression tutorials - How to recognize the compression algorithms with your eyes - LZMA SDK (binaries + source code + specification) + LZMA Wiki - Bc7 and bc5 decompression and compression - Offzip - deflate/zlib scanning and extraction - ZSTD compression + documentation - Reverse Engineered old Compression Algorithm for Frogger - Oodle Data Compression + Oodle compressor + Oodle wiki page - RLE Compression explained + RLE Wiki + RLE in Python - LZ77 explained + LZ77 encoding + LZ77 decoding + LZ77 in Python - LZSS Compression + LZSS explained - LZ Compression + Open-source LZ Compressors Debugging / Decompilation / Disassembling - Lenas Reversing for Newbies - Reversing Spider-Man 2000 - Real World Decompilation with IDA Pro - IDAPython conditional breakpoints - The Beginner's Guide to IDAPython - Using IDAPython to Make Your Life Easier Part1 + Part 2 + Part 3 - Reverse Engineering with Ghidra - How to Reverse Engineer with IDA Pro Disassembler - How to reverse engineer functions - Debugging “Dust: A Tale of the Wired West” - Reverse Engineering Dust: Uncovering Game Scripts - Reverse Engineering an Xbox360 Game - Reverse engineering C programs - bin 0x10 - Memory Hacking — External Signature/Pattern Scanning Tutorial - Remote Debugging with IDA Pro (Windows) + Connecting host with VirtualBox - Remote Debugging with IDA Pro (Linux) - Basic IDA Python Scripting Hooking / DLL Injection - Simple C++ DLL Injector Source Code Tutorial - Quick and EZ - Dll Injection Explained (how it works + source code) - Manual Mapping DLL Injection Tutorial - Blizzhackers DLL Injection - API Hooking and DLL Injection on Windows - [PL]ReverseCraft #7 - Inline hooks, DLL injection - [PL]DLL INjection by Maciej Pakulski (PDF) - C/C++ Memory Hacking — Function Hooking / Detouring + How Function Hooking / Detouring Works - C++ Detour / Hooking Function Tutorial - [Tutorial] The different ways of hooking - API Hooking with MS Detours + MS Detours 4.0.1 description + source - Hooking tutorials - Inline hooking in Windows - C++ Internal Trampoline Hook Tutorial - OpenGL Hook - MinHook - The Minimalistic x86/x64 API Hooking Library + source on github - DLL Hijacking - [Tutorial] Simplest function hooking with IDA, Detours & C++ - [Tutorial] DetourFunction __thiscall - How to Hook Functions - Code Detouring Guide - Resources About Hooking - [Tutorial] Hooking Java Functions - [TUTORIAL] Hooking Android bytecode with Frida Console Tutorials - PS2 Texture Swizzling - PS1 LibCrypt tutorial + LibCrypt Sectors Mappings + LibCrypt Bible - Gears: A look Inside the Final Fantasy VII Game Engine - Convert Ps3 to Debug 4.21 - Extract Samples and MIDI files from Square PS2 Games - Extracting Xbox 360 game files - Reverse Engineering Xbox360 SaveGame (Dead Space) - Extract + Decrypt 3ds Roms - [HOW-TO] Assembling 3DS Homebrew for Gateway - [Tutorial] How to Decrypt, Extract & Rebuild 3DS|CIA|CXI Files - PS2 Hidden files + this + this + this + IsoBuster + Ratchet and Clank PS2 discoveries + Ratchet and Clank Hidden files extractor + this - PS2 Modding Tutorials + PS2 Modding Tools + PS2 AIO Project - [TUTORIAL] [PS2DEV] An Introduction to PS2DEV and it's History - Racing Lagoon Hacking Deep Dive (Translating PS1 games - tutorial) DOS Tutorials - DOS games reverse engineering guide - DOS file formats / encryptions / compressions etc. - DOS game "Nomad" (1993) documentation and tools Audio - The basics of VGM ripping + VGM Ripping Tools - Common Sound Formats - How to scan audio codecs with ffmpeg - Tutorial on vg-resource - Extract Binary Domain's Music/Sound (CRI .cpk bgm) - Batman Arkham Knight - Extract Soundtrack - Multimedia Wiki (Audio, Video, Codecs) - TXTH files documentation Graphics - Finding graphics - Xentax Wiki - Image file formats - Tutorial : How to edit EA's FIFA PS2 TEXTURE Source code + documentation - PS1 BRender Engine (Harry Potter 1, Harry Potter 2 etc.) - PS1 BuggyBunny (Bugs Bunny) - Python Tools Collection - KAO2_PAK + documentation - J2ME game Stalker - Soul Calibur 3 Reversing Books - Reverse Engineering for Beginners + Reverse Engineering challenges + Compiler Explorer - Game Hacking: Developing Autonomous Bots for Online Games - Reversing: Secrets of Reverse Engineering - The IDA Pro Book, 2nd Edition: The Unofficial Guide to the World's Most Popular Disassembler - Mastering Reverse Engineering - Practical Reverse Engineering - [PL]Gynvael Coldwind Praktyczna inżynieria wsteczna - [PL]Asembler. Sztuka programowania 3D Models - Approaches of Parsing Bone Representations - Noesis tutorial Basic Model - Video tutorials on model formats reversing - Make_obj (C source) - Extracting simple models - Analyzing and Extracting a Game Model - [Tutorial] How to extract bones from any games with Noesis - Sanae3D - 3D format converter - Background Knowledge of Bone Stuffs - Extract 3D models from binary files - Writing an Obj Convertor in C - [crash course] How to get multiple submeshes using Make_H2O - Very Basic model format conversion (Shaiya). - INTEL GPA mesh ripper tutorial + tool (x32,x64,DX9,10,11) - 3ds Ram Dump - [Tutorial] Exploring model formats: 9 Dragon - Noesis tutorial Zlib - Video tutorial on full model format reversing (Planetside) krystalgamer's Lair - Marvel Avengers - Writing a server emulator - Spider-Man 2000 - Save file protection - Spider-Man 2000 - Re-enabling a cheat code - Spider-Man 2000 - Save file content exploration - Spider-Man 2000 - PKR Format - Spider-Man 2000 - Custom File Loader - Spider-Man 2000 - Apple to the Rescue! Mobile (Android, iOS, J2ME) - OWASP guide - OWASP guide crackmes source code (Warning! Big spoilers!) - Beginners Guide to Reverse Engineering Android Apps - [Android] Decrypt unity 3d files with Frida - Mobile Game Asset Download - [PL]Reverse engineering mobile app (Niebezpiecznik) - J2ME Reverse Engineering Capture The Flag - Solving CTF Challenges Part1 and Part 2 - [PL]Capture the flag Tutorials playlist Other - The Ultimate Game Hacking Resource - Low-Level Programming University - 1024bar tutorial - [PL]ReverseCraft blog and ReverseCraft playlist - [PL]Modding tutorials - UE4 games texture replace - nullsecurity.org - crackmes.one - RCE Tools Library - GHB1 - Start Here Beginner Guide to Game Hacking - Ripping Tutorials - Searching text strings using Total Commander
    4 points
  49. Okay, I will do more research on font editing, and you can add your own characters.
    3 points
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