.BIN file's in NFSU2
- Andre_online
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- SRDragoon20
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- Dragon-of-Rune
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I shall try but i don't think that will work ea has spend a lot off time protection the stuff.SRDragoon20 wrote:Dragon of rune try changing the "error" to working by using hex editor then it might work
@99_k wrong place to post that pic or did you made that yourself if so post how and wich file's you used.
Dragon, i opened this file GlobaltexturesNA.bin Sponsor 2 in bintex. then i got the only file in there and exported it. I then opened it up in photoshop ( you need the dds plugin, use google) and then i changey the y to an s. made a backup of the file then saved it went on the game and there it was.
Ps: wheres the ingame speedometer?
Ps: wheres the ingame speedometer?
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I gave up.. a long time ago. Just hacking up bintex won't do you any good. There are a few problems:alexhull24 wrote:Hey guys, it's been a while since the release of NFSU2, and i'm still waiting for someone to crack the code to let us start editing.........Does anyone know if Arushan has started/given up? Also, would it not be possible to try and look at some other EA games and see if the compression is the same method? Maybe some people have already cracked the same format without knowing it is used in NFSU2. Then again, maybe NFSU2 is unique!
1. The meta data about the textures are gone... they are inside the compressed data (this means when loading up a file, all the textures would have to be decompressed)
2. The new compression is a form of Huffman encoding. I have the decompression code, but no compressor. (for decompression code, look in the demo exe: PE offset .0056F030 through .0056F02A)
3. The current model of BinTex doesn't easily allow me to add the new format -- which means I have to make a new BinTex. Considering the fact that this game is already a few months old and EA going to come up with the next version, I don't see the point in me spending my free time on it. EA will probabbly change the formats yet again for MW.
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That explains why i couldn't make it workarushan wrote:I gave up.. a long time ago. Just hacking up bintex won't do you any good. There are a few problems:alexhull24 wrote:Hey guys, it's been a while since the release of NFSU2, and i'm still waiting for someone to crack the code to let us start editing.........Does anyone know if Arushan has started/given up? Also, would it not be possible to try and look at some other EA games and see if the compression is the same method? Maybe some people have already cracked the same format without knowing it is used in NFSU2. Then again, maybe NFSU2 is unique!
1. The meta data about the textures are gone... they are inside the compressed data (this means when loading up a file, all the textures would have to be decompressed)
2. The new compression is a form of Huffman encoding. I have the decompression code, but no compressor. (for decompression code, look in the demo exe: PE offset .0056F030 through .0056F02A)
3. The current model of BinTex doesn't easily allow me to add the new format -- which means I have to make a new BinTex. Considering the fact that this game is already a few months old and EA going to come up with the next version, I don't see the point in me spending my free time on it. EA will probabbly change the formats yet again for MW.
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