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Sunday, 2 December 2012

HOW TO EXTRACT TEKKEN 6



First of all we need stuff below:
    - Tekken 6 disc image for XBox
    - Any DVD drive emulator: Daemon Tools, UltraISO or Alcohol 120%
    - Xbox Backup Creator (some antivirus tools can find unknow threat in it)
    - xbdecompression
    - poopypants
    - Noesis
All tools you can download from here or there.
1. The first step is to install DVD drive emulator and mount game image. There are nothing special about it. Do it according your emulator guide.
2. Run Xbox Backup Creator, go to Image Tools tab and press Image Browser button.

It opens image file browser window where you can find needed *.bin and *.idx files.
Every file contains specific character resources:
data301 – Base model without hair and clothes
data305 – Paul, Law, Lei, King, Yoshimitsu
data306 – Nina, Hwoarang, Xiaoyu, Christie, Jin
data307 – Julia, Kuma, Bryan, Heihachi, Kazuya
data308 – Lee, Steve, Craig, Mokujin, Eddy, Jack
data309 – Roger, Anna, Wang, Ganryu, Asuka, Bruce
data310 – Baek, Devil Jin, Raven, Feng, Armor King, Lili
data311 – Sergei, Bob, Zafina, Miguel, Leo
data312 – Azazel, Lars, Alisa, Nancy

To extract needed files select it and choose Extract in shortcut menu.
3. After extraction it needs to decompress *.bin files using xbdecompression. Move *.bin files into xbdecompression folder. Edit runXBD.bat in notepad then run it. E.g. to decompress data301.bin file write:

xbdecompress DATA301.BIN Data301_.BIN
pause
After run you get Data301_.BIN decompressed file.
4. Then you should unpack decompressed *.bin files using poopypants. Move decompressed *.bin and *.idx files to poopypants folder. Edit in notepad runPP.bat file then run it. E.g. to unpack data301_.bin file write:

poopypants.exe Data311.idx Data311_.BIN
pause
All unpacking content will be placed in poopypants folder. We need *.nmd files. You may view it with Noesis tool. Run it and select folder with unpacking content on left panel. You may see folder files on middle panel. To view specific file use double click on it and see file content on right panel. You may export needed content from selected file using File > Export item in main menu.
In export dialog window you may set output path and file format for models and textures. Use *.obj format to open it in 3Ds Max after. Press OK button to start export.
Often exported textures are needed to mirror vertically.
That’s all. You may export any Tekken 6 character by finding specific model parts.

Wednesday, 24 October 2012

NINJA RIPPER



The article describes how to "rip" models and textures of the games using as an API directx 8, 9, 11 versions, and import ripped models/textures into 3ds max. Important: if you're an experienced PC user, then your problem may be only getting properly uv. The rest is easy. However, I specifically "chewed" ripping process for all users.

Note: The article is designed for users familiar with working in 3ds Max and does not cover detail things such as, for example, texturing objects, setting up materials, etc.
For the conversion process, we need the following tools:
  • 3ds Max (i'm using 2009 х86) should work on versions: 2009-2013
  • Ninja Ripper v1.1.0 (ripper) Author: blackninja [link]
  • ninja_importer v1.3 (3ds max import script) Author: blackninja [download]
1. Ripper setting. Unpack the archive to any folder. Run the program.
Hide all ripper features «
Extracting all available vertex information of the models (position, all the texture coordinates, normals, weights, BLENDWEIGHT, BLENDINDICES, BINORMAL, TANGENT), indices, textures, shaders. Theoretically all extracted information could be import into the 3D editor!
Support for D3D11, D3D9, D3D8 (processed, however not all methods/techniques, but should work for 95% of all games).
Hide all ripper function description «
  • Target (DX8, DX9, DX11 application):
    • Exe - field for a direct path for the executable file of the application/game
    • Arg - field for additional settings for an executable file
    • Dir - field for a direct path to the folder containing the executable file (entered automatically when you select .exe, no need to change by the default)
  • No Wrapper - mode in which the ripper will try to run .exe of the application/game directly, using for ripping only intruder.dll, if this mode does not work (do not rip) then you need to select one of the wrapper modes!
  • wrapper modes - a modes in which ripper will copy d3dX.dll in to a folder containing the executable file of the application/game, after this ripper windows can be closed, then you can start the game from any location, copied d3dX.dll will automatically clinging into the game. Thus no longer need to run the ripper himself for this game.
    • D3D8 Wrapper - for directx8 games only
    • D3D9 Wrapper - for directx9 games only
    • D3D11 Wrapper - for directx11 games only
    Note: you need to delete .dll from the game folder manually (if necessary), ripper configurations is stored in the registry from now on!
  • RUN - button to start the application/game
  • Output Directory:
    • Dir - field for output folder (automatically entered), this folder can be selected manually, be sure that checkbox "Don't overwrite by EXE" is cheked
    • Browse - button to explore folder with selected .exe file
    • Don't overwrite by EXE - by activating this function, the choice of the executable file does not overwrite the output folder
  • Settings:
    • RIP - you can change rip button
    • Forced to save (Textures) - activating this will forced saving only texture
Select the game you want to "rip". In the Ripper window click the button '...' to select .exe of the game.
Note: You can add game's .exe by drag-and-drop from explorer window to the ripper window
Choose the mode in which will produce ripring process of the games. Mode depends on which directx game is running. Modes description:
• No Wrapper - mode in which the ripper will try to run .exe of the application/game directly, using for ripping only intruder.dll, if this mode does not work (do not rip) then you need to select one of the wrapper modes!
• wrapper modes - a modes in which ripper will copy d3dX.dll in to a folder containing the executable file of the application/game, after this ripper windows can be closed, then you can start the game from any location, copied d3dX.dll will automatically clinging into the game. Thus no longer need to run the ripper himself for this game.
• D3D8 Wrapper - for directx8 games only
• D3D9 Wrapper - for directx9 games only
• D3D11 Wrapper - for directx11 games only
Note: you need to delete .dll from the game folder manually (if necessary), ripper configurations is stored in the registry from now on! (the old version of ripper's settings are stored in the folder with the ripper)
Start the game by pressing the Run button:
2. Game rip process. After starting the game and choose the desired location click on the "rip" button, the default key is F10. After pressing F10 game will "freeze" for a second, then will run a little and then "freeze" again for about 5-25 seconds. Duration of ripping process depends on "quality" of the game and the computer capacity. During the ripping process in the game folder (where game .exe is located) will be created folder with models (.rip format) and textures (.dds format).
Pressing the rip textures button (default F9) will rip only the textures that will be stored in the same folder with the game's .exe.
You will know when ripping is finished by the continue of the game.
It should also be borne in mind that in some games, ripping process "hangs" the whole game, ie after ripping and "hangs out" of the game, you can continue from the same point at which the game "freezes". However, there are some games that continue running even during ripping and after the process is finished, you can run into SUV, and your rivals will be far ahead.
3. Importing models into 3ds max. Open 3ds max. Menu MAXScript > Run Script... choose a script ninja_importer.ms, window opens:
Hide all importer function description «
  • Source select (source selection and the import mode):
    • Group - import group files
    • Single - import single files
    • List File - import files from list (not implemented yet)
    • Input Dir/File - import source, the file or folder (depending on the selected mode)
    • RIP File Nums - field to enter the file numbers to import (Group mode only), the input format is: 0-15, 589, 67
  • Vertex Format (selecting the model building settings):
    • Auto - mode to automatically identify groups of data (vertices, normals, uv-coordinates), will work for most games
    • Manual - mode for manual definition of groups of data, you needed to import the models of the new games (mostly directx11)
    • Position (x,y,z) - fields for enter data defining the position of the vertices of the model, even in manual mode these parameters in 99% of games will not change
    • Normal (x,y,z) - fields for enter data defining the normals at each vertex of the model (not implemented yet)
    • TexCoord (u,v) - fields for enter data defining texture coordinates of the model, one of the most important parameters. For games, wich model imports without a proper uv-coordinates, a pair of UV always choosing by search. At the time is Identified that pairs can not exceed number 50, that is can be 6-7 or 18-19 or 24-25 or 39-40 etc. In very rare cases, a pair of uv can be 3-4 or 4-5 or 5-6, which is within the "normal field of definition", as well as 8-6 or 12-11, which is at odds with common sense, but may still be.
  • Transformations:
    • Scale - the scale of the imported model
    • Rotate - turn imported model on the selected axis
  • Tex.0 File Level - choice of a number of the texture, which applies to the model after import
  • Flip UV Vertical - will flip vertical texture coordinates
  • IMPORT - button to start the import process
To import a model click Browse button:
Choose .rip the file and click Open button. Model will load into 3ds max. If you do not like the result, change the Vertex Layout import mode from Auto to Manual, an additional options will be available:
Will attach an image for a visual understanding of what kind of numbers and what they are accountable (color/area in the image below correspond to the colors in the image above):
This picture shows the data template of the .rip file. From the template follows: green zone (model), blue zone (normal), orange zone (uv, texture coordinates), details:
  • vertex data (the model) is based on the first three values ​​(00=x, 01=y, 02=z), also the numbers correspond to what is in the importer, thus 00=0=x, 01=1=y, 02=2=z. These values ​​can be changed in the importer to accept any numbers, but in 99.99% of the games these values ​​remain unchanged, and it is better not to touch them at all
  • normal data (for smoothing groups models corresponding to the 03, 04, 05) - in the current version is not complete, changing the values not yield results
  • uv, texture coordinates - represented by two numbers (06, 07, or 07, 08 or 24, 25), not three as in the case of vertices or normals - in 80% of the games are the same, but there are games (eg: Battlefield : Bad Company 2 or NFS: Run) where you need to change these values to get proper uv​​, and sometimes even go in the values of "normal zone" (ie, they can be 03, 04), but they are never go into "verte zone". These values ​​need to change simple by search the numbers. In the picture below - an example.
Thus selecting the model by setting the import (uv, scale, rotation, etc.) then press the IMPORT button. The model will load into 3ds max.
You can also import models massively. To do this, instead of Single in Source Select choose Group and write the numbers corresponding to the .rip file's name this way: 15,489,0, 50-85 into RIP File Nums
After setting up import process press IMPORT button, all files that match the written numbers will be imported into 3ds max.
Note: If files imoported into 3ds max (models/textures) will be to many than 3ds max will crash. So choose and import exactly what ever you wanna work with by looking in textures.
4. About textures. Textures are always .dds files. They are automatically loaded into 3ds max. It should be noted that each model corresponds several textures, for example a model Mesh_0000.rip, it can have multiple textures with names Tex_0000_1.dds, Tex_0000_2.dds, Tex_0000_3.dds etc. But you can only load one of these textures in 3ds max. What is the texture will be loaded is selecting in the importer by changing number in Tex.Num function.
Note: If you use a programs for generating "preview" for .dds files in Windows explorer (I use Mystic Thumbs) then when ripping dx11 games the mini-preview for such .dds will not be shown, because they have wrong file header, the problem is not solved yet. However you can edit/view those dx11 .dds files in photoshop/irfanview/etc.

#now you can easy rip Battlefield 3 :)

Saturday, 22 September 2012

Pathology - The Time Of Great Purification (2012)


Tracklist:
01. Imprisoned By Fear
02. Tyrannical Decay
03. Corporate Harvest
04. Torment In Salvation
05. Asphyxiation Through Consumption
06. Remnants Of Freedom
07. Dissection Of Origins
08. Distorted Conscious
09. A Bleak Future
10. Oppression By Faith
11. Cultivating Humanity
12. Earth's Downfall
13. The Everlasting Plague

DOWNLOAD : LINK

Saturday, 8 September 2012

A.V.A. DRAGON AK-47


"A custom variant of the AK47 with a dragon design. This version is only used by clan members from the top clans."


DOWNLOAD :link


Sunday, 2 September 2012

A.V.A. L2A3 FOR CS 1.6


"A classic open bolt action SMG. It lacks accuracy and detail but has good reliability due to its simple design. It has the unique design feature of a horizontally inserted magazine."

The L2A3 is a variant of the famous Sterling Submachine Gun used during and after World War II by many countries. It is a capsule shop weapon and a prize for getting 13-15 boxes in Prison Break Survival. 

DOWNLOAD : LINK




A.V.A. K2 RAIL WILD HOWLING [HQ]


A custom variant of the K2. Wild Howling has increased durability due to the strengthening of the chamber and chrome coating of the barrel. Damage is also increased from the usage of armor-piercing M995 rounds.

DOWNLOAD : LINK


Thursday, 23 August 2012

A.V.A. AK-107BIS CAMO FOR CS 1.6


"An upgraded version of the AK-47, it is a unique assault rifle that houses two separate pistons - one for normal operation and the other for reducing recoil - inside it's gas chamber. Improved stability when firing translates into more accuracy "

The AK-107bis is considered an "aim gun". When you fire without scoping, it has little recoil for the first 2 or 3 rounds but then blooms very quickly. However while aiming with the optic, the gun has little to no recoil and even so while moving, making it a highly accurate rifle also a run-and-gun-able weapon, which is the primary strength of this weapon.

For the statistics, AK-107 has 35 damage, which means the player needs to shoot the head twice or shoot the body 5 or even more times for a successful kill, and an average 55 ROF, making it not so fit in C.Q.C. However the stability makes up for the low damage. The extremely high 65 stability makes mid/long range suppresion possible but only shows while you aim by the optic, which makes another disadvantage in C.Q.C because of the limited vision. It has an average 45 range, which could be enhance to 51 with an ACOG. However the ACOG is not always recommended for this gun due to the vision problem mentioned earlier. A compromised solusion is to use the Red Dot, with 3 more range enhanced and a slightly tighter vision. However, the ACOG is generally better when shooting at a distance, as it is steadier and easier to keep on target. Generally speaking, this rifle is great for mid-range or even beyond, but not so fit in C.Q.C combat, except using it's advantage of it's stability to acquire run-and-gun headshots. It should never take the point unless necessary, and perfoms much better at a support position.


DOWNLOAD : PROGRESS......

A.V.A NEOSTEAD 2000 FOR CS 1.6



DOWNLOAD : LINK

PASS : PM ME