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  1. Today
  2. I've just released new version of ImageHeat 🙂 https://github.com/bartlomiejduda/ImageHeat/releases/tag/v0.39.1 Changelog: - Added new Nintendo Switch unswizzle modes (2_16 and 4_16) - Added support for PSP_DXT1/PSP_DXT3/PSP_DXT5/BGR5A3 pixel formats - Fixed issue with unswizzling 4-bit GameCube/WII textures - Added support for hex offsets (thanks to @MrIkso ) - Moved image rendering logic to new thread (thanks to @MrIkso ) - Added Ukrainian language (thanks to @MrIkso ) - Added support for LZ4 block decompression - Added Portuguese Brazillian language (thanks to @lobonintendista ) - Fixed ALPHA_16X decoding - Adjusted GRAY4/GRAY8 naming - Added support section in readme file
  3. Seems it's vif tags in the .dat files, for example 03802F69, where 0x2F (47) is the count for parts (vertices for example) of a sub mesh. There might be 232 of them: (using shorts, not floats)
  4. After extracted the files from UNITARY.dat, I found the models textures in there and I believe 3d data are also in the same file but I can't figure them out. eg: in UNITARY_002.dat offset 0x00172a10 is the first texture(MS05.tga). Right after that at offset 0x00192e50 is the second texture(MS05a.tga). And then I believe 3d data follows. You will see a similiar pattern appears and the name MS05.tga was there as well. But I have no idea how the 3d data format are? (Can't find any float data of verts etc) Any suggestion? Thanks in advance. OYW_Samples.rar
  5. Mark 0 still enables compression in some cases. Two encrypted files use raw_deflate compression and need to be decrypted first and then decompressed. I don’t know if bms can be updated. Encryption type A (99 47): XOR(0x4582DBE1) → Skip 2 bytes → Raw Deflate Encryption type B (51 03): XOR(0x035F9F29) → Skip 2 bytes → Raw Deflate XOR mode: data ^ key[i % 4] Decompression mode: zlib.decompress(data[2:], -15) test.zip
  6. Nope, didn't solve it.
  7. I tried searching for the phrase "¿Estás seguro de que quieres salir del juego?" with your tool, but without success... Perhaps it's just me who can't get it to work.
  8. Yesterday
  9. Hi. I have unpacked assets from the game Cyber Hunter, which closed in July 2024. I'm actually very interested in the animations from this game. After a bit of research into all the archive directories, I'm pretty sure that the .gis files are animation files (the folder that stores all the animations has the Chinese name "dongzuoku_gis" - which translates to "Action library"). Also, all the files have the correct name (lobby_emotion_laugh.gis) and are quite large size (typically for game animations lasting ~15 seconds). After checking the file in Hex, I was able to determine that the first bytes contain a list of bones, followed by, I believe, animation keys. Does anyone have any idea how to check this file and figure out a way to convert it to more common formats that support armatures with animation (if the file contains rig data) or, for example, how to import animation keys onto an existing armature for which this animation is intended? Thanks in advance if anyone can help me learn a little more! lobby_emotion_laugh.zip
  10. hi need help ripping and reverse engineering the Geekjam, Toejam, and the Earl models from Toejam and Earl III for a animation. below are the .funk files (which is located in the bdl folder for some reason idk) and .bmt files for each character. files for toe jammin and fateral.zip
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  11. Maybe there is hope for lua files. As for other files, most of them are models and textures.
  12. i want House Boss GameCube Version Please
  13. Found a bug with the python script. To the left is the wrist_r data from the .mot file. To the write is the data I got from exporting the .mot file to .csv. Maybe they are actually SUPPOSED TO BE this. I could be wrong. But am curious.
  14. There is a logo from a PS4 game created with the Unreal Engine 4.27. I want to export this logo, make changes to it, and then import it back in. It may be a small issue for you, but it's a big problem for me. Thank you in advance for your help. logo.7z
  15. So here's pixel format for ps4. PF_DXT5 = 7 PF_DXT1 = 13 PF_BC7U = 22 PF_UNKNOWN = 2 not sure but can be RGBA
  16. Is there no way to extract the IDs and text in JSON format from these MPK files? Which MPK files contain texts?
  17. Yes, thanks, I figured out the audio files from the previous CBT (I think the first one), but the current CBT 2/3 has a different encryption, and I'm still at a loss as to how to bypass it. Even the HEX header doesn't show what kind of asset it is—audio, texture, etc. I'll leave a link to the files and hope someone can help me with this. https://mega.nz/folder/p8QwxSgQ#dfnEkkECPBFyP-aCO4MDWw
  18. The textures are compressed with ZSTD - just that type 0 means the whole file is not compressed. But there doesn't seem to be any encryption once decompressed - looks something like ETC format:
  19. This file stores luac and dat data, so it cannot be processed using the unityfs split script. I wrote a new split script to experimentally disassemble the file content you provided and decompile the lua file. If you want to decompile please enable the -j parameter Basic usage (no decompilation) python pkg.py input.patch output_dir With decompilation (slower) python pkg.py input.patch output_dir -j For decompilation, please download unluac from other locations. After compilation, place the .jar file in the same directory as the script. Due to different compilation environments, errors may occur, so unluac needs to be compiled by yourself. pkg.py
  20. Maybe 00 means encryption I try to get the parsing method about .dat from so I found that he used the XOR operation. When I wrote a script to try to decrypt the data, he output a 789C header to me, which looked like zlib compression, but I couldn't decompress it. Maybe it was a secret key or logic error. The incoming secret key seemed to be dynamic.
  21. I remember to make a request in your github about it. 👍 Somehow, we were not able to see these textures in ImageHeat, only after extraction and decompression. Anyway, for the Switch textures it seems to be an issue as h3x3r said above and I confirm it too. In the attachment you find all the textures in UNIFORM.TEX (including jersey-color) from the Switch version already decompressed. The stock texture file is in the Switch files in the first post (UNIFORM.TEX). In the screenshot below you see the parameters for the jersey-color texture. Maybe useful when you have time to check it to help you fix ImageHeat. UNIFORM Switch decompressed.zip
  22. Most likely, the pixel format variable for the Switch can be found as shown below . . . get Offset[i] uint32 get Unknown_17 uint32 savepos PixelFormatPos[i] get PixelFormat ushort get Unknown_18 ushort get Unknown_19 uint32 get Unknown_20 uint32 get Unknown_21 uint32 get Unknown_22 uint32 }BufferInfo[TextureCount]<optimize=false>;
  23. Maybe it would be possible to preserve this meta information when decompressing There seems to be a situation where ftc contains two compressed blocks in a file. I don't know what these are, different levels of textures? Some of my analysis 4-byte magic 4 bytes of the full decompressed size (if there are two compressed blocks, they are the result of adding them) 4 bytes (all 0s represent a compressed block, other results represent the compressed length of the first compressed block) # The second compressed block has no length. It ends immediately after the first compressed block until the end of the file. 8 bytes of unknown data (maybe related to texture information, not sure) The starting position of the first compressed data
  24. Last week
  25. The text strings are hard-coded inside the .mpk files, and the developers update them directly whenever the game is patched. For example, the chest interaction label was “Enable” at launch but was later changed to “Open,” with only the MPK files being modified. As for the encyclopedia, it pulls data via authenticated HTTP requests from Netease’s servers, and the displayed language is determined by your client language. Modifying or translating this data isn’t possible without risking a ban.
  26. By translating the files in: - LocalData\Patch\HD\oversea - Package\HD\oversea\locale Many strings remain untranslated, such as those from the encyclopedia or the skills. I used wwm_utils to extract the text. Where is the remaining text located? Certainly not in those folders, because when manually searching for some examples, those strings do not appear.
  27. LZ4 is supported in ImageHeat.
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