3D SexVilla [.TXX / .BXP]
#1
Отправлено 16 February 2007 - 21:29
Скачал игрушку прикольную 3D SexVilla 30.0.0
В этой игрушке есть такие файлы с моделями,скинами,аудио и текстурами.Потому как больше
ни в каких файлах их быть не может.Так вот.Расширение у файлов txx
например такой файл 3DSexVilla.Body.Shared.txx
При открытии такого файла в текстовом редакторе MiB Editor единственноая понятная строка в самом начале
выглядит так BXX ARCH
то есть видимо это архив ,может и с расширением bxx , но я облазил весь инет,перекопал кучу игровых форумов,
нигде нет ни какой инфы о распаковщиках,декомпиляторах либо экстракторах для этой игры и конкретно этих файлов.
Наоборот,пишут что такие файлы бывают служебными для Винды и вообще какие то там файлы времени и звука.
Помогите найти либо распаковщик,либо редактор для персонажей и моделей в этой игре,пробовал все,и Тотал Коммандером
и ВинРАР и ВинЗИП и Фотошопом и АйСиДиСи и даже переименовывал файлы в txd и пробовал прогой для GTA смотреть,ничего
не получается.И главное в инете только ссылки на эту игру а ни одной проги нет для нее.Очень прошу помочь.
Цель моя - поменять текстуры,голса и лица моделей в игре.
Если что,пишите на duduka2001@mail.ru
Заранее всем спасибо.
#2
Отправлено 04 March 2007 - 22:06
#3
Отправлено 12 March 2007 - 10:31
#4
Отправлено 30 May 2007 - 04:22
С программированием у меня тяжко. Может кто объяснит по подробнее как вскрыть эти файлы. Или может я zlib косой скачал. А может есть способ более проще по вскрытию этих файлов.
И кстати какое расширение у моделей в Sexvilla.
#5
Отправлено 12 July 2007 - 06:02
Еще после импорта в макс модель не сглаженая (текстуры есть), ребра полигонов четко различимы, то есть нужно что-то делать с нормалями, пока ниасилил
UP: Грабится все нормально, бага в импортере макса. Если использовать Deep Exploration для конверсии OBJ>MAX - все шоколадно, нужно только материалы создать с текстурами и назначить на объекты.
#6
Отправлено 29 August 2007 - 07:08
Ни яндекс ни рамблер ссылок на него не находят.
#7
Отправлено 02 December 2007 - 10:51
Для .BXP придется писать свой экстрактор, который будет работать с внутренней структурой архивов и вынимать из них файлы. Каждый "файл" сжат ZLib'ом.
С .txx пока еще не разбирался, но такое ощущение, там пытаются шифровать данные... некоторые участки файла чего-то повторяются... Какое там сжатие, пока не знаю, но предполагаю zlib.
#8
Отправлено 09 December 2007 - 11:00
Наработки уже есть, Меняют головы, одежду.
#9
Отправлено 13 January 2008 - 18:44
BXPTool
Если хто разберется прошу написать как!
2 Andry Скачал я вобщем эту прогу GL-Intercept и патч к нему. Запускаю, нажимаю указанные клавиши, игра замирает и создается файл!! Но в этом файле только кнопки интерфейса и все, а самих моделей нет! Можеш написать мне свои настройки, может я чето не так настроил!
Заранее спасибо!
#10
Отправлено 05 October 2008 - 17:01
#11
Отправлено 16 February 2010 - 19:29
Код |
////////////////////////////////////////////////////////////// // // GLI - openGL Intercept Configuration file // ////////////////////////////////////////////////////////////// // // (Note: all options are case sensetitive) // ////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////// // // Log Options: // ////////////////////////////////////////////////////////////// // // LogEnabled - Enable function call logging // // LogFlush - If true, will flush the logger after each OpenGL call is made. // This is useful to catch a OpenGL call that crashes the // application. This only applies to text file logging. // // LogPath - Path to store the logged files. If not specified, files // will be stored relative to the GLI OpenGL dll. // // LogFileName - The name of the file to log to (without extension) // // LogMaxNumFrames - The maximum number of frames that will be logged. // This is useful for retrieving startup information from a // application or limiting the file size on apps that make // a lot of OpenGL calls (Note: This also affects per-frame logging) // // LogFormat - The format of the log. If equal to "XML" (without quotes) // will log in the XML format. Else, the plain text format is used. // // XMLFormat::XSLFile - When the log format is XML, this option specifies the XSL file // to be used (if any). A XSL file usually formats the XML into a // readable HTML format. // // XMLFormat::BaseDir - The base (or source) directory where the XSL file can be found. // ////////////////////////////////////////////////////////////// LogEnabled = True; LogFlush = False; LogPath = "D:\D:\3D-Rips\GL-Intercept"; LogFileName = "gliInterceptLog" //LogMaxNumFrames = 200; //LogFormat = XML; XMLFormat { XSLFile = gliIntercept_DHTML2.xsl; BaseDir = "D:\Programs\GL-Intercept\XSL"; } ////////////////////////////////////////////////////////////// // // LogPerFrame Options: // ////////////////////////////////////////////////////////////// // // Enabled - Enable logging per frame. If this is true, instead of // logging all OpenGL calls, the below frame start keys will // enable the loggers at the start of a frame. The loggers // will be disabled when the keys are pressed again and the next // frame is reached (see OneFrameOnly for other options). // // Output of logging is saved to a directory called // Frame_XXXX where XXXX is the frame number that logging // started. // // FrameStartKeys - The keys used to enable/disable logging. Valid values can be any // combination of 0-9,a-z,f1-f12,ctrl,shift,tab,lwin,rwin, // print,up,down,left,right,add,sub,insert,delete etc. // // OneFrameOnly - If enabled, will only log only one frame per key-press. // Loggers will be disabled at the end of the next frame. // ////////////////////////////////////////////////////////////// LogPerFrame { Enabled = True; FrameStartKeys = (alt,shift,f12); OneFrameOnly = True; } ////////////////////////////////////////////////////////////// // // Input Files: // ////////////////////////////////////////////////////////////// // // GLFunctionDefines - The file to retrieve the OpenGL function defines from. // (The text header files that contain the parameters of OpenGL functions to be logged) // // GLSystemLib - The full path to the "real" OpenGL system library. This will be assigned automatically // so usually does not have to be defined. // ////////////////////////////////////////////////////////////// GLFunctionDefines = "D:\Programs\GL-Intercept\GLFunctions\gliIncludes.h" //GLSystemLib = "c:\windows\system32\opengl32.dll" ////////////////////////////////////////////////////////////// // // Error Checking: // ////////////////////////////////////////////////////////////// // // GLErrorChecking - A OpenGL glGetError() is made after all appropiate OpenGL calls. // If an error is detected, the error code is logged to the current text/XML log next // to the function that caused the error. // (OpenGL Error context is still saved so application invoked glGetError() calls are safe) // // ThreadChecking - While GLIntercept is not currently thread-safe, (ie. So you cannot have multiple render // contexts active at the same time) enabling this option will perform basic thread checking. // (Will currently check OpenGL calls to see if they are made on the thread with the // active render context) // // BreakOnError - (used with above) Issue programmer debug breakpoint on an error. // Note that glIntercept alters the stack, so to get a valid call stack when debugging // you will need to step through some assembly (F10 on VC6) until the stack is restored. // // LogOnError - (used with above) Log all OpenGL errors to the GLIntercept error log (gliLog.txt). // // ExtendedErrorLog - (used with above) Report all available data about the function the produced the error. // (ie. Full resolved parameters that were passed to the function are reported.) // (Enabling this option will cause a severe slowdown even when no errors are produced. Only // enable when debugging specific errors) // // DebuggerErrorLog - Mirror the contents of the error log (gliLog.txt) file to the debuggers' window. // ////////////////////////////////////////////////////////////// GLErrorChecking = True; ThreadChecking = False; BreakOnError = False; LogOnError = True; ExtendedErrorLog = False; DebuggerErrorLog = True; ////////////////////////////////////////////////////////////// // // Image logging: // ////////////////////////////////////////////////////////////// // // LogEnabled - Enabled the image logger. OpenGL textures are saved to the directory // "Images" under the main log path. Only the texture types specified in // SaveGLTypes are saved. // // RenderCallStateLog - If enabled, each render call issued will list the currently bound // textures for all texture stages. (works with text and XML logging) // // SaveFormats - The image formats to save the textures in. Current valid formats are // PNG,JPG and TGA. Note that more than one format can be specified. // (ie. (PNG,TGA) will save all textures twice, once in PNG format, once // in TGA format) // // Note on image formats: // TGA - Is pixel precise and is the fastest save format but is also the biggest. // TGA's are also not supported by web browsers (if you use XML with XSL to view the logs). // PNG - Is pixel precise and is slower to save but is smaller than TGA. // PNG's are brower compatable. // JPG - Is a format that does not save alpha and saves colors in a lossy format. // It is the smallest format and is slower to save than TGA's. // JPG's are brower compatable. // // FlipXAxis - The saving of textures is upside-down by default. Using this option will // flip the image before saving. // // TileCubeMaps - Cube map textures are saved as six individual images. Enabling this option enables // the six image to be tiled together (flattened cube shaped) and saved as one image. // // SaveGLTypes - The types of OpenGL textures to save. Valid options are 1D,2D,3D and CUBE. // Note: NVRect textures use the 2D option. // // SavePbufferTex - This option enables/disables the saving of textures that are bound from a p-buffer. // Note: P-Buffer textures are saved each time a p-buffer is bound to the texture. // (ie. no checks are performed to see if the p-buffer has changed) // // ImageIcon->Enabled - This enables saving a icon version of all images saved. (useful in XML browser viewing) // // ImageIcon->SaveFormat - The format of the save icon images (TGA,PNG or JPG) // // ImageIcon->Size - The size of the icons to save // ////////////////////////////////////////////////////////////// ImageLog { LogEnabled = True; RenderCallStateLog = True; SaveFormats = PNG; FlipXAxis = True; TileCubeMaps= False; SaveGLTypes = (1D,2D,3D,CUBE); SavePbufferTex = True; ImageIcon { Enabled=False; SaveFormat = JPG; Size = 40; } } ////////////////////////////////////////////////////////////// // // Shader logging // ////////////////////////////////////////////////////////////// // // LogEnabled - Enabled the shader logger. OpenGL shaders/programs are saved to the directory // "Shaders" under the main log path. Supported types included ARB/NV vertex/fragment // programs and vertex/fragment GLSL shaders/programs. ATI specific vertex/fragment // shaders are not supported. // // RenderCallStateLog - If enabled, each render call issued will list the currently bound // shaders (vertex and fragment). (works with text and XML logging) // // AttachLogState - If enabled, attitional information such as compile/link state and additional // driver information may be attached to each shader/program. // (Currently only GLSL support). Note that enabling this option may force // shaders to complete compiling immediately. // // ValidatePreRender - If the above AttachLogState is enabled, this option will perform a validation of // the shader before each render and append it to the log. Enabling this option will // cause the shader to be re-saved at each render call. // (GLSL only feature via glValidateProgram) // // UniformLogPreRender - If the above AttachLogState is enabled, this option will dump all uniforms that // are active in the shader before each render. Enabling this option will // cause the shader to be re-saved at each render call. (GLSL only feature) // ////////////////////////////////////////////////////////////// ShaderLog { LogEnabled = False; RenderCallStateLog = True; AttachLogState = True; ValidatePreRender = False; UniformLogPreRender = False; //Future formatting options } ////////////////////////////////////////////////////////////// // // Display List logging // ////////////////////////////////////////////////////////////// // // LogEnabled - Enabled the display list logger. OpenGL display lists are saved to the directory // "DisplayLists" under the main log path. If a program has a lot of big glBegin/glEnd // sections in display lists, (ie 1000's of glVertex calls) the application may seem // un-responsive on startup as all these calls are processed on the list creation. // ////////////////////////////////////////////////////////////// DisplayListLog { LogEnabled = False; } ////////////////////////////////////////////////////////////// // // Frame(Buffer) logging // ////////////////////////////////////////////////////////////// // // LogEnabled - Enabled the frame(buffer) logger. When enabled, each render call can // save the pre/post/diff frame buffer (color or depth) to view the changes // that the render call made. Frame buffer saves are written to a directory // "Frames" under the main log path. // // SaveFormat - The image format to save the frame buffer in. Current options are TGA,PNG, and JPG. // (see ImageLog::SaveFormats for a decription of the formats) // // FrameIcon->Enabled - This enables saving a icon version of all images saved. (useful in XML browser viewing) // // FrameIcon->SaveFormat - The format of the save icon images (TGA,PNG or JPG) // // FrameIcon->Size - The size of the icons to save // // FrameMovie->Enabled - This enables a movie of the "post" and "diff" frame buffers to be saved. If multiple, buffers // are saved, they are tiled together. (This is useful to quicky inspect how a frame is composed) // The resulting movie is called FrameMovie.avi in the frame buffer directory. // // FrameMovie->Size - The width height of the saved frame buffers. (ie. (640,480)) The resulting movie will be // larger if multiple buffers are saved at once as they are tiled together. // // FrameMovie->FrameRate - The frame rate of the saved movie. // // FrameMovie->Compression - The list of compression codecs used to save the movie (usually 4 letters). // The first valid codec is used. Special codecs are: // "menu" - will display a menu for the user to select a codec. // "none" - will use no compression. // // ColorBufferLog - The color frame buffer save options. Options can include any combination of // (pre,post,diff). // pre - The frame's color buffer is saved before the render call // // post - The frame's color buffer is saved after the render call // // diff - The difference between the pre and post buffer saves is written. // (green represents pixels with no differnce. If the image is red, // no image differences were detected) // // DepthBufferLog - The depth frame buffer save options. Options are the same as in ColorBufferLog. // (Note: Depth-buffer saving can be very slow) // // StencilBufferLog - The stencil frame buffer save options. Options are the same as in ColorBufferLog. // (Note: Stencil-buffer saving can be very slow) // // StencilColors - When saving the stencil buffer, it can be useful to save the buffer with color codes. // (ie stencil value 1 = red) This array supplies index color pairs for each stencil // value up to 255. The indices must be in order and the colors are in the format // AABBGGRR. If an index is missing, it will take the value of the index as the color. // (ie. stencil index 128 = (255, 128,128,128) = greyscale values) // ////////////////////////////////////////////////////////////// FrameLog { LogEnabled = False; SaveFormat = JPG; FrameIcon { Enabled = True; SaveFormat = JPG; Size = 40; } FrameMovie { Enabled = False; Size = (640,480); FrameRate = 15; Compression = ("mpg4","divx","none"); } ColorBufferLog = (pre,post,diff); //DepthBufferLog = (pre,post,diff); //StencilBufferLog = (pre,post,diff); StencilColors = (0,0xFF000000, //Black 1,0xFFFF0000, //Blue 2,0xFFFFFF00, //Light Blue 3,0xFF0000FF, //Red 4,0xFF00FFFF, //Yellow 5,0xFFFF00FF, //Purple 6,0xFF80FFFF, //Bright Yellow 7,0xFFFFFFFF); //White (Note green is not used as that is the "diff" color) } ////////////////////////////////////////////////////////////// // // Function time logging // ////////////////////////////////////////////////////////////// // // NOTE: It is important to not mis-use the results of this logger. OpenGL is a very pipelined // API and you can not optimize your code based on how long is spent in each function call. // This logger is only intended for advanced users to determine where pipeline stalls "MAY" // have occured and determine speeds of operations such as glReadPixels etc. // // LogEnabled - Enabled the timer log. When enabled, the time taken inside each OpenGL // function is added to the main log. (if enabled). The logging reports // in microseconds (millionth of a second). Only take these results as // approximate figures as GLIntercept will add a small amout of overhead. // (More overhead may be indicated in the functions wglGetProcAddress, // all wgl*(context) functions, glBegin,glEnd,glGetError) // // If you are using this logger to determine where pipeline stalls occur, // ensure to disable ALL other loggers (image/shader/frame etc) as these // loggers may cause pipline stalls. Also disable parameter logging by // not defining "GLFunctionDefines" and use flat text logging to get the // fastest logging possible. (and hence the most accurate results) // // LogCutoff - The number of microseconds below which the time value is not reported. // ////////////////////////////////////////////////////////////// TimerLog { LogEnabled = False; LogCutoff = 20; } ////////////////////////////////////////////////////////////// // // Plugins // ////////////////////////////////////////////////////////////// // // BaseDir - The base directory where the plugins can be found // // Plugins - Listing of all plugins to load (and the locations // to load from) Under each plugin, plugin specific options // can be specified. // // ////////////////////////////////////////////////////////////// PluginData { BaseDir = "D:\Programs\GL-Intercept\Plugins"; Plugins { // // Name of plugin | Plugin load location // { Plugin specific options. (See the plugins' config.ini file for options) } OGLE = ("OGLE/OGLE.dll") { Scale = 1.0; FlipPolygonStrips = True; CaptureNormals = True; CaptureTextureCoords = True; LogFunctions = False; ObjFileName = "ogle"; FilePerFrame = True; FileInFrameDir = False; TRIANGLES = True; TRIANGLE_STRIP = True; TRIANGLE_FAN = True; QUADS = False; QUAD_STRIP = False; POLYGON = False; } OpenGLFreeCamera = ("GLFreeCam/GLFreeCam.dll") { CameraMoveSpeed = 10.0; } } } |
#12
Отправлено 15 May 2010 - 06:27
#13
Отправлено 21 November 2010 - 14:25
#14
Отправлено 21 November 2010 - 21:12
#15
Отправлено 22 November 2010 - 15:45
#16
Отправлено 09 January 2011 - 09:20
ЗЫ. ссыль на ВХР что выше тоже битая.
#18
Отправлено 18 January 2011 - 12:04
#19
Отправлено 19 January 2011 - 06:03
#20
Отправлено 20 January 2011 - 02:29