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Post by mariokart64n on Nov 1, 2011 20:05:32 GMT -5
FreakoBy welding you've altered the geometry.. meaning injection is now not possible. Export is a bit tricky, heres an overview: 1. Expand/Extract your character BIG (you'll see the vertices and indices files) 2. Press Export (Open the persistent.big) 3. Repack the character files using Gibs tool Test ingame
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Post by mariokart64n on Nov 1, 2011 18:34:37 GMT -5
I'm converting the content now....
right now I'm actually trying to write a un-swizzling algorithm without using anything from the SDK. as that would be illegal to redistribute, and I'd rather have it apart of the script for future games I may work on.
the swizzling method is called predicted tiling.. so the expection is that the code keeps folding.. so far I've come to the conclusing the algo is this "0 1 2 3"
O-o... so some reason they grab a starting tixel of 8x4 then depending on the pitch they run that algo across. form a new tixel and repeat until they reach the image dimension height limit.. i think
I don't have the SDK source code, otherwise I would have had a peak.
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Post by mariokart64n on Nov 1, 2011 18:04:13 GMT -5
donno I'm using max8 (2005) donno much about the new ones either
as for the BIG files they are 100% the same. the only exception is that there is 3 flags in the file 0=Uncompressed 1=Zlib Compressed 2=Xmem Compressed
for some reason gibbs knew about the compression, but halts the unpacking.
I took BMS script for the DR2 original files and modified it to export the compressed files. then used the BMS posted by nightmare to decompress them using the compression libaray luigi wrote in bms... I guess thats sorta complicated if you don't know much about quickBMS
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Post by mariokart64n on Nov 1, 2011 17:35:07 GMT -5
in computers code can be run forwards or backwards.. PC's run forward I believe, as other systems run backwards... what does all that mean?
the files aren't encrypted the files are just written backwards. to solve this is simple, read them, then write them back but in the opposite direction.
The textures are encoded or swizzled with a predicted tiling algorithm to increase the efficiency of the 360's GPU speed. to solve just run the textures through the 360 sdk to untile... then they can be repacked using any BIG packer
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Post by mariokart64n on Nov 1, 2011 16:55:09 GMT -5
just erase the license file and clear the registry, or run the app off a virtual drive.. then reload the partition to reset it.
also I don't know if you knew but some guy posted the case west and case zero tools here on this forum.. but I dont think anyone realized what they were or how to use the script....
anyway the case zero content is the same as the DR2 format.. so I'm now adding support for DR2 the original now. there does seem to be unique content. since I know the structure it shouldnt be too hard to convert the files to work in off the record
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Post by mariokart64n on Nov 1, 2011 16:01:53 GMT -5
This maxscript will allow you to; 1.) Import Models to 3dsmax 2.) Export Vertex Changes 3.) Or Export All New Geometry!!As an extra feature the script also has the ability to pack and unpack BIG files. This also includes the tex files aswell. But the operation is buggy, so I have also released the big pack and unpack scripts separately from the main script. For the time being I would recommend using Gibb's packer and extractor.. I've included this all in the Download Link Below! Please beware this is all still in the early stages, and we can currently only mod the models located in the npcs.big file. as well there are known issues when weighting to the fingers and face bones.Feel welcome to give you feedback about the script so that it may be improved uponDOWNLOAD: www.mediafire.com/?c82ohq518yuk1cqUpdated Script - DOWNLOAD HERE *NOTE: A video guide was recorded and planned for this release. however I've already started work on CaseWest, and will be adding alot of changes to the script.. so I have decided to hold off on a video until I'm comfortable with the capabilities of the script VIDEO TUTORIAL:
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Post by mariokart64n on Oct 30, 2011 9:09:37 GMT -5
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Post by mariokart64n on Oct 23, 2011 9:10:00 GMT -5
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Post by mariokart64n on Oct 22, 2011 18:11:24 GMT -5
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Post by mariokart64n on Oct 21, 2011 14:50:03 GMT -5
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Post by mariokart64n on Oct 17, 2011 0:12:13 GMT -5
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Post by mariokart64n on Oct 16, 2011 22:34:28 GMT -5
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Post by mariokart64n on Oct 16, 2011 21:28:10 GMT -5
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