ZenHAX

Free Game Research Forum | Official QuickBMS support | twitter @zenhax | SSL HTTPS://zenhax.com
It is currently Fri Oct 19, 2018 6:51 am

All times are UTC




Post new topic  Reply to topic  [ 6 posts ] 
Author Message
 Post subject: Asphalt 8 .pig and .tga
PostPosted: Mon May 22, 2017 7:12 pm 

Joined: Tue Mar 15, 2016 3:38 pm
Posts: 67
Greetings,can anyone take a look on these models/textures files from the latest version of the mobile game called "Asphalt 8 : Airborne"?
Chipicao's script for 3ds max and standalone program (PIG2FBX) doesn't works.

Textures:
I tried to change .tga extension to .pvr and tried to open it in PvrTexTool.Looks strange.. :
http://i.imgur.com/m8kVnU4.jpg
Also i tried to change extension to .zip ( at least this method worked with Spider-Man Unlimited) but no effect..
Texture samples: https://mega.nz/#!2oBkiAQS!iejpqDH2xl4a ... 7AVw2zXIYM

Models:
Both script for 3ds max and standalone program doesn't works.
Model samples : https://mega.nz/#!G9Q32IrL!Hc-UWnSs82AC ... YVer8jmkqc

I have no idea how to open models/textures so i hope someone can help me.
Thanks in advance!


Top
   
PostPosted: Tue Aug 29, 2017 6:32 pm 

Joined: Sat Nov 05, 2016 6:55 am
Posts: 10
-- BUMP--

I'm running into the same issue. Has anyone had a chance to update these tools?

I am having the same issue trying to get the models from newer version of Six Gun.

I tried this with Hex2Obj but didn't have any luck.

Attachment:
BS_salem_witch.zip [336.37 KiB]
Downloaded 74 times


Top
   
PostPosted: Sun Dec 31, 2017 4:01 pm 

Joined: Fri Dec 15, 2017 1:42 pm
Posts: 26
The compression had been changed, but I still have no clue about it.
Here the structure of the compressed data in the pig files:
Code:
String   Material name(*.tga)
BYTEs   Null
BYTE   0x02
LONG   Compressed size
LONG   Uncompressed size
BYTEs   Compressed data(Start as 26 B5 2F FD, old version also had fixed header)
LONG   End Flag 0x64 as I called it


Top
   
PostPosted: Mon Jan 01, 2018 2:22 am 

Joined: Fri Dec 15, 2017 1:42 pm
Posts: 26
And structure of the compressed pvr textures:
Code:
Offset                    Type                      Notes
0x2C                      Long                      Mipmap amount, also entry count
0x30                      Long                      Total header size
0x34                      LongLong                  String
0x3C                      Long                      Total entries size(TES)
0x40                      3x Long                   Entry info   
                                                     struct Entry
                                                     {
                                                         Long   Compressed data start offset
                                                         Long   ZipSize
                                                         Long   UnzipSize
                                                     }
0x40 + TES                Bytes                     Raw data

Raw compressed data also start as 26 B5 2F FD.


Top
   
PostPosted: Wed Jan 03, 2018 1:07 am 

Joined: Fri Dec 15, 2017 1:42 pm
Posts: 26
Got it! It's actually zstd compressed according to aluigi. Both mesh & texture data can be decompressed correctly as I tested. ;)


Top
   
PostPosted: Sun Mar 11, 2018 2:17 pm 

Joined: Fri Dec 15, 2017 1:42 pm
Posts: 26
Guess I should add a link to the tools here:
http://forum.xentax.com/viewtopic.php?...


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 6 posts ] 

All times are UTC


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Powered by phpBB® Forum Software © phpBB Limited