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Showing results for tags 'windows'.
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I wanna extract Asphalt 9 .jmodels file from the latest and recent version of the game e.g. v4.4.0k but the files manifest.map and BigChillGhost's Asphalt 9 dumping script only supports v3.6.3a. Any chance to update the script since I have it as backup and have no prior knowledge about dumping new manifest from A9 latest version? Here's the tool and necessary files that was made by BigChillGhost Also one file that is totally corrupted after using renaming script which was this sample link which has 46kb of fbx. idk how it causes it. A9Tool_v1.4.6.7z manifest.7z restoreFileHierarchy.py
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Hello, I'm currently in the process of documenting the 3DF format of Moto Racer for Windows, using 3D Model Researcher. Frist step, all Moto Racer files are packed in BFK files, and can be extracted using QuickBMS and the corresponding script. Second step, all 3DF files are the 3D models, and are organized the following way: typedef struct vec3_t vec3_t; struct vec3_t { float x; float y; float z; }; uint16_t unknown1 uint16_t number_of_vertices vec3_t vertices[number_of_vertices]; ??? unknown2[???]; // list of faces? For now I'm unable to properly render the faces, despite all of my tweaks. If anyone more experienced than me want to continue from where I left, and report its progress here, please do so. A demo of Moto Racer for Windows is available on the Internet Archive. Best regards.
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Hello, I've tried working on reverse-engineering the 3D format of Ignition. I'm currently working on the demo version, as I think it's easier for everyone to get involved helping with this. You can download the demo on the Internet Archive : https://archive.org/details/IGNITION_201606 I would like to read the 3D models for the cars, and the tracks of the game. Thankfully, it seems that it would be an easy process, as there aren't a lot of files, and some of them are easy to understand. If you go into the cars/ directory, you'll find the three files cars.msh, cars.tex, and cars.plc. As suggested, .MSH probably holds meshes, .TEX holds textures, and I have no idea about .PLC. The cars.tex file is an 256x1536 bitmap with indexed colors. The color palette is the sys.col file, located at the root of the directory (8 bytes of header, and 256 x 3 bytes of color palette (red, green, blue)). The cars.plc file looks like a 20-bytes data structure, with a 4 bytes header. Here's the rendering of the file, under binocle, using the Turbo palette, minus 4 bytes. The cars.msh file looks like a succession of 44-bytes data structure, without header. Here are the first bytes of the file, rendered under binocle, using the Turbo palette. Hoping that it'll inspire someone more talented than me to fiddle around this thing!
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