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Opening NCAA 14 .ast files?

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maizeblue11, posted Sat Dec 16, 2017 7:48 pm (30808)


Hello all. I am completely new to any of this stuff. I am currently trying to open some .ast files from a DLC file on my Xbox 360 for NCAA 14 to edit uniforms. The only programs I can open them with are Notepad and Hex Editor. My main goal is to find the uniform textures so I can edit them. Any help would be greatly appreciated. Thanks!
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aluigi, posted Mon Dec 18, 2017 8:46 am (30852)


Try these scripts for quickbms and let us know if one of them works:
http://aluigi.org/bms/tiger_woods_ast.bms
http://aluigi.org/bms/madden2010.bms
http://aluigi.org/bms/nbajamfire.bms

If none of them works, upload one of these ast files. If the file is very big you can upload the 2 files generated with this script:
http://aluigi.org/bms/filecutter.bms
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maizeblue11, posted Fri Dec 22, 2017 2:35 am (30954)


aluigi wrote:
Try these scripts for quickbms and let us know if one of them works:
http://aluigi.org/bms/tiger_woods_ast.bms
http://aluigi.org/bms/madden2010.bms
http://aluigi.org/bms/nbajamfire.bms

If none of them works, upload one of these ast files. If the file is very big you can upload the 2 files generated with this script:
http://aluigi.org/bms/filecutter.bms


None worked. Here is a download link to one of the files:

https://nofile.io/f/wgFAhkRFpoC/smissi_jersey_2014_black_big.ast

My goal is to be able to edit the appearance of the uniform and then put the file back into the game.

Thank you for helping me with this. There is a big community (100k ) who still play NCAA 14. Finding a way to edit the uniforms would be a huge breakthrough.
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Acewell, posted Fri Dec 22, 2017 3:33 am (30957)


i modified the nbajamfire.bms script to extract your sample :)
Code:
# script for QuickBMS http://quickbms.aluigi.org

idstring "BGFA"
getdstring VER 0x4
get SKIP long
get FILES long
get OFFSET long
goto OFFSET
getdstring SKIP 0xc
for i = 0     get SKIP byte
    get TYPE byte
    getdstring SKIP 0x8
    get OFFSET threebyte
    get ZSIZE threebyte
    get SIZE threebyte
    getdstring NAME 0x40
    if TYPE == 0x00
        string EXT = .rsf
    elif TYPE == 0x01
        string EXT = .txt
    elif TYPE == 0x02
        string EXT = .xpr
    else
        string EXT = .dat
    endif
    string NAME EXT
    if SIZE == ZSIZE
        log NAME OFFSET ZSIZE
    else
        comtype zlib_noerror
        clog NAME OFFSET ZSIZE SIZE
    endif
next i
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maizeblue11, posted Fri Dec 22, 2017 4:04 am (30959)


Acewell wrote:
i modified the nbajamfire.bms script to extract your sample :)
Code:
# script for QuickBMS http://quickbms.aluigi.org

idstring "BGFA"
getdstring VER 4
get SKIP long
get FILES long
get OFFSET long
goto OFFSET
getdstring SKIP 12
for i = 0     getdstring SKIP 10
    get OFFSET threebyte
    get ZSIZE threebyte
    get SIZE threebyte
    getdstring NAME 0x40
    if SIZE == ZSIZE
        log NAME OFFSET ZSIZE
    else
        comtype zlib_noerror
        clog NAME OFFSET ZSIZE SIZE
    endif
next i


It worked, thank you. The files that came out have no extension. I am trying to edit the models in photoshop, blender, etc. Do you know how to help me with that?
EDIT: I saw a .ma extension in HxD. .Ma is a file made by Maya, a modeling software with a free one month trial. Will see if I can open through the free trial.
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Acewell, posted Fri Dec 22, 2017 6:02 am (30962)


i don't see any model data in that file, the magic suggests it could be a resource file pointing to model data elsewhere.
i made a slight modification to the previous script to give meaningful extensions to the extracted files :)
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aluigi, posted Fri Dec 22, 2017 11:23 am (30965)


It would be interesting to know how to recognize the format, if a way exists.
The version after BGFA is 1.05 like the same version of nbajamfire and other games that may or may not be compatible with NCAA14 or jam fire.
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maizeblue11, posted Fri Dec 22, 2017 12:18 pm (30966)


Acewell wrote:
i don't see any model data in that file, the magic suggests it could be a resource file pointing to model data elsewhere.
i made a slight modification to the previous script to give meaningful extensions to the extracted files :)


When I opened the first file I got that didn't have an extension in HxD, I saw this text: Wf:\ncaa\Assets\Characters\TeamUniforms\SMISSI\Player\Scenes\SMISSI_JERSEY_2014_BLACK.ma

.ma is a file extension used by Maya, a powerful 3D modeling software. I downloaded the free trial and am going to see where that takes me. After I ran your new script, I got files with the extension .xpr. This file extension is used to refer to files created and saved using Pro/ENGINEER, a 3D product design program. I will also download that trial and see if I can get anywhere.
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Acewell, posted Sat Dec 23, 2017 2:11 am (30974)


maizeblue11 wrote:
.ma is a file extension used by Maya, a powerful 3D modeling software.

you are correct, but there is no model data in this file, just an index of resources and other info. :)

maizeblue11 wrote:
I got files with the extension .xpr.

yes these are textures you can open in Noesis.
http://forum.xentax.com/viewtopic.php?f=18&t=8102

if that one doesn't work it means i modified it at some point and i will share the one i use. :)
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maizeblue11, posted Sat Dec 23, 2017 3:11 am (30976)


Acewell wrote:
maizeblue11 wrote:
.ma is a file extension used by Maya, a powerful 3D modeling software.

you are correct, but there is no model data in this file, just an index of resources and other info. :)

maizeblue11 wrote:
I got files with the extension .xpr.

yes these are textures you can open in Noesis.
http://forum.xentax.com/viewtopic.php?f=18&t=8102

if that one doesn't work it means i modified it at some point and i will share the one i use. :)


I opened them but I'm not sure if I'm doing it right because the image I'm getting is black with some small colors. Could you show me how to use Noesis or do it with the files I uploaded earlier to see if it works? Thanks.
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Acewell, posted Sat Dec 23, 2017 4:56 pm (30983)


here use this one, i modified the one chrrox released some time ago and it works with your extracted xpr samples :)

tex_XBox360_XPR.zip

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maizeblue11, posted Sat Dec 23, 2017 5:25 pm (30985)


Acewell wrote:
here use this one, i modified the one chrrox released some time ago and it works with your extracted xpr samples :)
tex_XBox360_XPR.zip


Thank you so much. You are awesome. How can I edit these textures?
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maizeblue11, posted Sat Dec 23, 2017 10:17 pm (30991)


Ok, so I am able to export the uniform XPR files as an image and edit in photoshop. How to I import the edited texture back as an xpr file?
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maizeblue11, posted Sun Dec 24, 2017 4:33 am (30995)


maizeblue11 wrote:
Ok, so I am able to export the uniform XPR files as an image and edit in photoshop. How to I import the edited texture back as an xpr file?

Never mind. Figured that out. How do I take the edited files and replace them back into the original .AST file using quickBMS?
  • Author
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maizeblue11, posted Sun Dec 24, 2017 5:01 am (30996)


maizeblue11 wrote:
maizeblue11 wrote:
Ok, so I am able to export the uniform XPR files as an image and edit in photoshop. How to I import the edited texture back as an xpr file?

Never mind. Figured that out. How do I take the edited files and replace them back into the original .AST file using quickBMS?


And, after I finish that, do you have any idea of how I could replace that file onto the DLC file I got it from?
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