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  2. I assume the plugin will only work for RBM files at the moment, so it would require some work for the Kameo files right ? I'd like to try the plugin at some point though, if there is some guide for using it I'm all in since I'm a big noob lol.
  3. Today
  4. Loose File Loader (just the workflow) updated and now works with PRAGMATA Demo: https://github.com/praydog/REFramework/actions
  5. There are still certain strings that require a different XOR decryption than the default one netease uses. For example, I'm not able to decrypt "aUDG/hV/D7wT8HCW" which is supposed to be a group id. I know it's msgpacked at the end but by no means I cant get it decoded.
  6. 似乎无法提取4g文件
  7. Hi! 

    could you please send me a private message? i tried to contact you through your website but haven't found a way

     

    thank you!

  8. Some TGA files are upside down (strange things) I´ve made this TGA Viewer for the game, helps someone the wants extract the textures. TgaViewer.zip
  9. Yesterday
  10. Ok, thanks. You rule that format (besides the anims). I'll check the files tomorrow. (If I can't help maybe someone else can, with all the files provided.) Good night.
  11. Same here with the uvs. Will try again tomorrow. Good night, Reh! edit: I see you got a proper fake mesh using a reduced set of vertices (upps, it's PSP) edit2: uvs are not obvious; checked for HF or wordUV at pos (FVFsize-8) for example at no avail
  12. I am uploading all animations for the character gar here. I should have done that in the previous post but it slipped my mind. So now you have a complete set of animations for one character. gar.rws.dec_be_-15_extracted.rar
  13. The armature is with the model. When you import the DFF using DragonFF in blender it will have the armature with it. The bones are very small. You can use the side menu GUI to better find the bones. Models and Skeletons are 100% workable. It is the custom renderware animation format that is the problem here. In the files I uploaded in the topic post, there should be two rwanm files. Those are some of the animations. If you have the game I can give you one of my scripts that will extract everything for you so you can go through all the files for testing. I tried figuring this out through the elf file. Let me know if you want my script so you can poke at all the animations in the game. There are two different sets of animations per character even if they don't have a weapon. The animations specific for weapons would be much easier to look at since they are smaller. There are mot files that give some additional information but for the most part they are irrelevant. Mot files for this game is more of a listing of animations and positioning for static model pieces. Not the main animations. I am uploading the mot file so you can see it is mostly just for static pieces. The txt file for the character abbreviated with gar that states all the files for him and the gmobj data base text for it as well. I used a renderware tool "forgot the name of it" that allows me to look at how the files are structured. Sending you a section_tree.txt that was made by that program. I was offered a job to make a modding tool for this game that would include editing animations..... As it stands, I don't believe I will be able to finish it. Will just make everything I have for this game public if that happens. Adding two scripts as well. The gar_rws_test.py script does a simple test on the files for the correct compression to decompress the files so you can get everything basically. The garou_rws_extractor is a slightly upgraded version that needs work and is for extracting the models/animations. On aluigi's website there is a bms script called ougon_kishi_garo. That would be your first step to getting all the files out. Then you will have to use the scripts I posted here. The unfinished one will have errors. The test one will work better. gar_mot.rar gar_files_txt.rar gmobj_DB_Files_txt.rar Section_Tree_txt.rar gar_rws_test.py Garou_RWS_extractor.py
  14. I couldn't find the UVs.
  15. And just like that I was promoted into Entusiast rank in just 15 days! After solving and unleashing mystery behind Wolfenstein: The New Order/Wolfenstein: The Old Blood/Wolfenstein: The New Colossus asset extraction, Tutorials, Graphic Debuggers and some comments, while keeping all the posts as clean as possible, hell I didn't even tried and got masively promoted over the past 15 days.
  16. There was also a lot of talk about the API Trace back in the days, but it's very old tool that didn't make it easier to extract the models I've aleady tried it in short: it's just not worth it especially comparing to those 2 of the biggest competitors Nvidia and RenderDoc. it was just poor small debugging tool, yet powerfull at the times. I am sorry if the comments are underdated.
  17. @everyone Forgot to say that aside those two of the most popular debuggers (and probably the best ones), there is also two more, those are: AMD CodeXL Intel GPA Those are the least ones compared to it's competitors where Intel GPA being super-awfull because modern versions lack OpenGL support, not only that, they also export the face indicies buffer into completely separate buffer completelly overcoplicating the ripping process by so much, I just don't recommend this.
  18. I remember having made a tool years ago on former Xentax, took me some hours (it was the first one of this kind I coded, iirc). Just for reference (uvs look overlapping, didn't have a texture to check it). go1 button must be pressed after having loaded a bmd6model. bmd6model.zip
  19. Drag and drop .pack files into this script, it will unpack all the .wem and .bnk audio files. Drag and drop all of the .wem and .bnk files into the Game Files folder from the Wwise-Unpacker-1.0.3 directory, run the either into MP3 or OGG BAT-converter.
  20. I've almost finished extracting Wolfenstein: The New Colossus .bimage files, the structure again is very resembling the previous one, hovewer I noticed that this time .bimages were very, very rarely used in game at all. This is what I was capable of extracting instantly after looking at... The structure: [Little-Endain] 0x0-0x3 = File signature ("42 49 4D 0E", BIM) 0x0C = Width 0x10 = Height 0x52 = Payload
  21. I fear there's not too many who dealed with PS2 animations in this forum, me included. Do you have skeleton data? I checked the dff mesh, looks doable, but usually I don't like to work from scratch:
  22. I am currently investigating the .texdb texture database files, I'll of course take my job and the the work done but would appreciate for any help who have more insight into the structure.
  23. Funny enough, I was never thinking with intentions to make this script readable first but then I tried and so fell in love with config-variable based scripts that couldn't just stop it and leaved as is, as the result, stopped caring about making scripts easier for me as they are now very universal, this script is based entirely on my previous for bmd6model extraction where I just changed the name, switched to little endian, edited the config-variable, added dual Buffer Markers and now we have script for md6mesh extraction which took me less then half a hour.
  24. Hovewer it chokes at c10p2 for the reasons I cannot describe 💀. Previously I had very similiar situation where the previous Beta was extracted easily using this script but this Reborn with full maps won't the reason was because there were some files natively "compiled" into PS3 version since it's multi-platform build: Xbox360, PS3, but non PC one. I am obviously using the Compressed and the Decompressed size info as well as starting and ending location (addresses specifically) for each failed asset to debug them easier, god level of scripting. The end markers tell A LOT I am using them to recover those poor files if something went wrong and there is one very particular headerless Compression method that has those markers. An it's also a part of QuickBMS's comptype unzip_dynamic.
  25. ##----- Technical talk -----## YES!! I've actually managed to extract most of the assets (~4569 assets) aside past c10p2 map, using my script. So that confirms that the gameresources.resources is not fragged and one another usefull file is also an easily recoverable file.
  26. I never stated it didn't. Form matters only to a certain degree. The important factor is getting information across/transferred that can be used. Too much "form" can cause more confusion. An example of this, is the difference between showing an equation like this example 𝛥𝑆=𝑄𝑟𝑒𝑣/𝑇 - Δ𝑆=𝑄𝑟𝑒𝑣𝑇 or explaining the equation using simple to understand words. Form can disrupt the flow of information for some while making it easier for others. Since I am "new" still to using forums let alone this website. I decided to go with what I believed at the time would be the best way to relay what I was wanting to say to others rather than try to be overly complicated or compress everything to where only a few would understand. Balance in all things. Either way, thanks for the feedback. Didn't want my post to turn into a rebuttal session about form when it should of been about Garou Golden Knight's animation files. In the future I will try to improve "form" with the main topic of posts.
  27. If you think so - I think, form matters. Quoting AI Content and form are both crucial and interconnected; great content needs good form to be effective.
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