Skip to content
View in the app

A better way to browse. Learn more.

ResHax

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.
Help us keep the site running.

Assassin's Creed: Origins and other games Extract 43% [Raw]

Featured Replies

  • Author
  • Localization

DJ Normality, posted Sun Jan 20, 2019 11:19 pm (42579)


I was able to find all the correct maps for the mesh but for 3 that are using some kind of cloth or metal. The UV's just needed flipped that's why they looked all crazy at first. Nothing too major I'm sure they are there or its something simple the UV don't look too complicated. A tutorial on how to get these would be awesome. I'd like to get your Tutankhamun. He looks really cool as well. Hope to hear from you so you can explain how to get these into DDS form like you did. Or even where you found these because I was looking all over.
  • Author
  • Localization

TSelman61, posted Mon Jan 21, 2019 1:59 am (42585)


DJ Normality wrote:
Closest I found was Anubis_Head_Material. But it was only 1KB so that couldn't of been it.

It applies to the files in the *.dat farm that I can help or show you how to do. (viewtopic.php?p=35173#p35173)
If you have a raw texture map of the Anvil engine, I can convert it to the format you want. (dds, tga, png...)

Game engine changed with AC Unity. And the textures are now in another *.forge file. As I said, you can see them easily. Mesh names and texture names are the same. (Mostly)
  • Author
  • Localization

zerozone, posted Mon Jan 21, 2019 4:18 pm (42602)


TSelman61 could you give us some tips on how to convert the textures to any other format? or maybe give some early version if you are creating some tool? Maybe we can help somehow :)
DJ Normality I know you used Model Researcher to get the 3D models, but could you give us some tips, I spent literally hours trying to get any model, but no luck :(

Guys you are doing an amazing job, really impressive :D keep going I'm sure that you will get a system ready soon
  • Author
  • Localization

DJ Normality, posted Mon Jan 21, 2019 9:35 pm (42614)


I did a tutorial on it but honestly the best tutorial is on the site. Lazov did a good job at laying out the basics. I'm sure I looked at that 100 times. And yeah some kind of explination on how you was able to make them. Or what header / footer goes into the file to make it a dds. I'm working on so many games.
  • Author
  • Localization

TSelman61, posted Tue Jan 22, 2019 12:22 am (42622)


Unfortunately I can not do any tools to convert the texture maps. There are different programs for converting textures on the Internet. Maybe this place can help. http://wiki.tbotr.net/index.php?title=A ... exture_Map
I think it's easy to convert textures. I recommend that you examine the raw textures with the hex program.
  • Author
  • Localization

DJ Normality, posted Tue Jan 22, 2019 4:45 am (42625)


Well checked it out no luck. Not sure now to find the file size or the correct MipMap. I looked at the files and seen how they are but that's new to me. I don't see the files like you can yet. But the files from Resident Evil 2 One Shot Demo are .tex and they are the same too. If i knew more about how to build the file structure I could do it better. Could you maybe look at these files for me ?

RE21shotDemo .TEXfiles
https://drive.google.com/open?id=13NeSk ... 1FcnWsaBXj
  • Author
  • Localization

zerozone, posted Tue Jan 22, 2019 12:34 pm (42638)


What software do you use to convert the files into dds? I assume is something similar to Model Researcher but for textures, but I couldn't find any :/
By the way, I did managed to partially convert a 3d model of a character, I did get all the vertex and Uvs but only part of the geometry, I presume it was because it have different objects on the file but I couldn't find the start of the second object :(

By the way someone did managed to convert a non character files, look like the have a different order or something

Thank you guys :D
  • Author
  • Localization

DJ Normality, posted Tue Jan 22, 2019 1:29 pm (42640)


Textures are done by manually changing the bytes in a Hex Editor.
Models are done by Model Researcher.

As for your problem the Faces and Vertex offsets are always in a line with each other. Just find your error. Could be 1 byte off or just a line up. Never know. I'd have to see what your talking about.
  • Author
  • Localization

TSelman61, posted Tue Jan 22, 2019 4:30 pm (42642)


DJ Normality wrote:
Could you maybe look at these files for me ?

And now I looked. :-) I managed to convert the "0000000000001c6b.tex" file.

Image

But there are people who are already converting them on the Internet.
I haven't researched too much. (I don't know what they're like. )Have you tried the tools there?
  • Author
  • Localization

zerozone, posted Tue Jan 22, 2019 4:47 pm (42644)


TSelman61 wrote:
DJ Normality wrote:
Could you maybe look at these files for me ?

And now I looked. :-) I managed to convert the "0000000000001c6b.tex" file.

Image

But there are people who are already converting them on the Internet.
I haven't researched too much. (I don't know what they're like. )Have you tried the tools there?


:shock: That's awesome man!!! what you did???
  • Author
  • Localization

DJ Normality, posted Tue Jan 22, 2019 7:32 pm (42650)


WOW. Man your good! Thank you. I did look for some programs but i dont know what I'm looking at when it comes to that. I'm trying to understand it. What is a good program ? I will try to refer to your picture but im still kind of lost. I would like to convert these files so i can map the police station for RE2. And well all the other models I extract. Hate to ask you everytime to do a texture for me. Because I honestly dont even know what texture goes to what. So I'd have to go in an manually check each one so I'm going have to know how eventually. Ill keep researching to see what I can find. And do you have like some base .DDS files with headers you copy and paste from ? If so them would be nice to have. Thanks again.
  • Author
  • Localization

zerozone, posted Tue Jan 22, 2019 10:29 pm (42663)


DJ Normality wrote:
Textures are done by manually changing the bytes in a Hex Editor.
Models are done by Model Researcher.

As for your problem the Faces and Vertex offsets are always in a line with each other. Just find your error. Could be 1 byte off or just a line up. Never know. I'd have to see what your talking about.


Just try to convert any not character model, like a sculpture, a building or just a head, the system is just different, and the rules applied to the character just don't work :/
  • Author
  • Localization

TSelman61, posted Wed Jan 23, 2019 12:10 am (42669)


zerozone wrote:
... what you did???

DJ Normality wrote:
...Hate to ask you everytime to do a texture for me...


Normally, the resolution of the picture is 4096x4096.

Image

Have you examined this place? http://forum.xentax.com/viewtopic.php?f ... ent Evil 2 /// viewtopic.php?f=9&t=9253 I'm sure she'il help you.
I can't help you anymore.
  • Author
  • Localization

DJ Normality, posted Thu Jan 24, 2019 2:32 am (42706)


Can you at least show me how to put the header in ? Im still lost on the whole thing. Even a few pictures of the process would help. I appreciate your help but you just doing it and now showing me/everyone how really isn't helpful.
  • Author
  • Localization

zerozone, posted Thu Jan 24, 2019 3:03 pm (42723)


DJ Normality wrote:
Here's a video of the extraction. I can post the offsets to the verts,faces,uv's and the padding if anyone needs them for research.
https://www.youtube.com/watch?v=vuYcyrmrO40


Thank you DJ Normality, I already figure out that part, for outfits and props, where is not working is on the heads, I managed to get the points, but I'm not able to get the faces :/ I'll probably figure it out with time
  • Author
  • Localization

DJ Normality, posted Thu Jan 24, 2019 11:23 pm (42729)


They have issues.. Look at the offsets to the Faces. Youll see we have gaps. I have had to jump 2bytes sometimes even 4 to get it back on. I know the current body to Tutankamun is split into about 9 different sections.

EX.
VERTEX - 40855
COUNT 2056
PAD 6
[H1]
FACES - 111059
COUNT - 737
PAD 0
[H2]
FACES - 115505
COUNT - 3580
UV - 743
COUNT 2507

Looking at this file the information got all crazy around 737 faces. If we go to the offset I find that it looks somewhat like this.
00 EF 00 EF 00 EE then it goes 00 00 00 00, an then 01 00 02 00 03. This gap of zeros is whats throwing off the mesh. You have to go in and find where your errors are. Here is an example. This was 1 faces solo messing up my data. Can you see what I'm talking about ? I literally had to put 1 in for the Count. Export and move on to the next set. Once they were all exported I imported them all and merged them together to from the part I needed.
Image
  • Author
  • Localization

TSelman61, posted Fri Jan 25, 2019 1:05 am (42731)


DJ Normality wrote:
Can you at least show me how to put the header in ? Im still lost on the whole thing. Even a few pictures of the process would help. I appreciate your help but you just doing it and now showing me/everyone how really isn't helpful.

Header may be different. It's the same picture, but it's a different format.

Image

In the game's files, each texture type has a different format.
Maybe you can learn by working on many pictures. Examine different formats.
Or you can get help from someone else.
  • Author
  • Localization

TSelman61, posted Tue Feb 19, 2019 8:36 pm (45022)


DJ Normality wrote:
I still don't see what your talking about. Here is the header.
I tried to paste in your header from the files you gave me and they give me this.
All i need is these files for Anubis.
https://drive.google.com/file/d/1DF8OyL ... sp=sharing



Look, man ....
You were very disrespectful to me. My heart was broken. I already did what you wanted for you. :-(
I hope everything will be better.

Image starts after 0xB3.
Image
Diffuse Textur maps BC1(DXT1)
Mask BC2(DXT3 or 5 ) I may be wrong.
Normal Maps BC7 DX10 or 11

Or use this https://forum.xentax.com/viewtopic.php?f=10&t=19324 But not so perfect. But at the stage of development :-)
  • Author
  • Localization

DJ Normality, posted Fri Feb 22, 2019 5:28 am (45116)


Thank you! I finally understand. I was off on where it started.
  • Author
  • Localization

DJ Normality, posted Sat Feb 23, 2019 7:55 am (45185)


Files I was able to get so far.
Image
  • Author
  • Localization

tatsuya7, posted Sun Jun 09, 2019 9:34 pm (48627)


thank you DJ Normality !
Guest
This topic is now closed to further replies.

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.