Alright, so the .bag archive format has been mostly documented, but would anyone mind looking into the model and texture formats too? I doubt it would be easy given how it uses Havok physics, but I hope it would be possible to at least import a basic character model back into the game. A friend of mine over at Discord cheekily expressed his intention to rig CJ into the game, so I guess that would make for quite a shitpost.
Here's an archive containing at least some of the samples:
https://mega.nz/#!blgBiSzJ!7Sw_hQqojNQr ... 0ocK-KItKY
Disney's Tangled .msh, .tex and .hkx
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Re: Disney's Tangled .msh, .tex and .hkx
Can anyone help with this?
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Re: Disney's Tangled .msh, .tex and .hkx
if the texture samples were posted in the Graphics section i would have seen it sooner.huckleberrypie wrote:... would anyone mind looking into the ... texture formats ...
here is Noesis python script to open your tex samples.
*script updated Feb 21, 2020 for indent mistake*
supports dxt1 and rgba8888
opens all but coin_face.tex, no idea what that one is, could be pvrtc2 2bpp?
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Re: Disney's Tangled .msh, .tex and .hkx
Lol what about the .msh models though?
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Re: Disney's Tangled .msh, .tex and .hkx
Your laughing because he wrote you a script just for textures and not mesh. How about you show some f'n respect. Bumping post back to back and clearly being rude. No wonder no one helping you..
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Re: Disney's Tangled .msh, .tex and .hkx
DJ Normality wrote:Your laughing because he wrote you a script just for textures and not mesh. How about you show some f'n respect. Bumping post back to back and clearly being rude. No wonder no one helping you..
Look, I'm sorry if I was a little rude but that wasn't my intention.