I will try to code for AVA

Posts 31–45 of 60 · Page 3 of 4
Quote Originally Posted by Toshie View Post
* Loading packages from some Unreal Engine based games
* Visualization of skeletal and vertex meshes with animation support
* Visualization of static meshes
* Viewing supported material types
* Export of skeletal animations and meshes into ActorX format (.psk and .psa) or idSoftware md5
* Export of vertex meshes into Unreal .3D format
* Export of static meshes into psk format (for details look at readme)
* Export textures into tga format
* List of packaged objects (.u, .uax, .ukx, .utx etc).

extractor in main ava
Huh? What's with that list?
Toshie are you suggesting that you can mod ava?
Quote Originally Posted by Polo2 View Post
Toshie are you suggesting that you can mod ava?
He just copy & pasted the list from Gildor's model viewer. I dunno how that can help us, anyone can extract the packages with any UED (or just a 20KB tool) that's compatible /

Quote Originally Posted by /b/oss View Post
we didn't do it... its possible to mod ava, and twist is right. with hex edit
Care to explain?
Quote Originally Posted by Alen View Post
He just copy & pasted the list from Gildor's model viewer. I dunno how that can help us, anyone can extract the packages with any UED (or just a 20KB tool) that's compatible /



Care to explain?
U dont know about hex editing?
Quote Originally Posted by Polo2 View Post
U dont know about hex editing?
I mean how can you hex edit something that's compressed? You would have to uncompress it to get the original files, mod those and then rebuild the package. But afaik the package also contains some meta data that differs depending on the package. So how exactly would we rebuild the hex edited package?
Quote Originally Posted by Alen View Post
I mean how can you hex edit something that's compressed? You would have to uncompress it to get the original files, mod those and then rebuild the package. But afaik the package also contains some meta data that differs depending on the package. So how exactly would we rebuild the hex edited package?
You can hex edit even though its compressed its not that hard.
Brb gotta dump ava.
Quote Originally Posted by Polo2 View Post
You can hex edit even though its compressed its not that hard.
Brb gotta dump ava.
But that would make the signature / meta data or whatever unreal uses not match the package
we didn't do it... its possible to mod ava, and twist is right. with hex edit
uhh...wtf is Gildor's model viewer?

i found the shit in this section
Quote Originally Posted by Toshie View Post
uhh...wtf is Gildor's model viewer?

i found the shit in this section
Ugh i hav to run AVA to dump it this is gonna take a while.
hex edit will be here for sure...
Quote Originally Posted by /b/oss View Post
hex edit will be here for sure...
Do you intentionally ignore my posts? How exactly are we supposed to fix any meta data that is generated for a specific package? I do believe that's one of the reasons we don't have UE package builders yet (as opposed to extractors).
Quote Originally Posted by Toshie View Post
dont speak then if u dont haz proof
******get caver thinks he knows everything, hav you tried to hex edit it?
You most likely dont know how to hex edit, and what the oct stands for or which values control which otc(s).
I GOT IT!!!!!! we're 40% DONE!!! VIDEO COMMING in 10 minutes!!! YEA!!!
Quote Originally Posted by /b/oss View Post
I GOT IT!!!!!! we're 40% DONE!!! VIDEO COMMING in 10 minutes!!! YEA!!!
40% done with wut?
Posts 31–45 of 60 · Page 3 of 4

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