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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Killerwesik

Reverse Engineering .RAW files from PS2 game

2 posts in this topic

Hello there people!

I am currently trying to look for people that can reverse engineer the .raw format of 3D geometry. I want to get out the UV coords and material reference data. These are levels from a game and so once it works with one, id like a script that writes it for all of them

I have spoke to a few reverse engineers but they are having a hard time cracking the format. It is do-able since i know guys that have done so, but are not helping me because of busy timing.

So if anyone could provide me

1. Help with actual reverse engineering it into max or blender and reading the file straight from the .RAW so i can load in the other levels too. ( Will be payable )

or 2. Document the format for me a little so i can give it to someone that may know

[mod edit: removing contact information -- rip-off]

Any help would be MUCH appreciated. Thanks Edited by rip-off
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Why is it you want this model data. It says in your email timesplitters to gmod. Under international law you would be violating copyright if you were to use the original time splitters model files. This is then in violation of the forum rules.

The contents of those disks is copyrighted material. You legally cannot use it.

Also the .raw file is simply a raw binary image of the DVD. Its not possible to go straight from .RAW to model for some pretty simple reasons. a) file system, you don't know what file system it will be using so will have to work that out when extracting the data from the .RAW. Then the model files used aren't saved in the same format for each game you know. One game might use a .dae, another might use a .blend, in all likelihood it will be a proprietary format per game engine in use.
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Recruitment should be done via our classifieds functionality. Unfortunately, this particular project seems to run against the policies of the site, so we will not allow you to recruit for this particular project here.
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