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  2. It's a good tool, but it does not extract everything like the audio files.
  3. Today
  4. ok, var is info file. other files? Desktop.zip
  5. Hello, I don´t get it. the original files of the game the decompressor do not work as should. If you take the image decompressed already and compress e then decompress, the code will work, because the code is ok for it, but not to the original compressed file.
  6. Without any samples, or file, its kind hard to help.
  7. I tried loading the file as an asset index into anime studio (https://github.com/Escartem/AnimeStudio) but that didnt work at all, any update or ideas of how its used?
  8. Do you still have a vtex.exe tool? I would love to have this!
  9. Hi, it provides enough if you check the quickbms console output, for example after "RenderModelTemplate" all necessary dats are logged. (The face indices Show the typical PS2 problems, though. Edits required or use of better algo.)
  10. In the ..var01.st2 csv data is contained: edit: and xml data: <!-- ______________________________________________________________________________ Copyright 2004 The Collective, Inc. DISMEMBERMENT DEFINITION Character: Clone Trooper Author: Baback Elmieh Date: 01/07/2004 ______________________________________________________________________________ --> <!-- HEAD --> <DismemberablePart Name="Head" Hitpoints="25"> <!-- The Materials section is a list of materials in the original mesh that are to be turned off when the part is dismembered --> <!-- <Materials> <Material Name="headSG"/> </Materials> --> <!-- ReactionProcessing defines the chunks and particles to be spawned when a reaction dismemberment is processed for the character the definition requires a Bone from which a chunk should be spawned and the name of the chunkmesh. The ChunkMesh definition in turn can have several values set such as GravityScale and UseGinFile. GravityScale greater than 1.0 pulls a chunk down faster, UseGinFile will look for a bounding box with the same name as the chunkmesh in the damage mesh's gin file, if the bound is found, it is used instead of the default rendering bound which can help artists orientate chunks so that they land on their correct side --> <ReactionProcessing> <!-- particles --> <Particles> <!-- spark particle from the joint --> <Param Name="BoneEmission" Value="neck_g"> <Param Name="ParticleID" Value="IDS_FX_LIGHTSABER_BODY_IMPACT"/> </Param> </Particles> <!-- chunks --> <!-- <Chunk Typename="TSingleChunk"> <Param Name="Bone" Value="neck_g"> <Param Name="ChunkMesh" Value="head"/> <Param Name="GravityScale" Value="1.4"/> <Param Name="RandomVelocityScale" Value="0.2"/> </Param> </Chunk> --> </ReactionProcessing> <!-- The Capsules section provides a list of capsules that should affect the hitpoint of the part and should be disabled once the chunk has been dismembered --> <Capsules> <Capsule Name="Dneck_g"/> </Capsules> </DismemberablePart> <!-- LEFT SHOULDER --> <DismemberablePart Name="Left Shoulder" Hitpoints="25"> <Materials> <Material Name="Shoulder_LSG"/> </Materials> <ReactionProcessing> <!-- particles --> <Particles> <!-- spark particle from the joint --> <Param Name="BoneEmission" Value="shoulder_L_g"> <Param Name="ParticleID" Value="IDS_FX_LIGHTSABER_BODY_IMPACT"/> </Param> </Particles> <!-- chunks --> <Chunk Typename="TSingleChunk"> <Param Name="Bone" Value="shoulder_L_g"> <Param Name="ChunkMesh" Value="Shoulder_L"/> <Param Name="GravityScale" Value="1.8"/> <Param Name="RandomVelocityScale" Value="0.1"/> </Param> </Chunk> </ReactionProcessing> <Capsules> <Capsule Name="Dshoulder_L_g"/> </Capsules> </DismemberablePart> <!-- RIGHT ELBOW --> <DismemberablePart Name="Right Shoulder" Hitpoints="25"> <Materials> <Material Name="Elbow_RSG"/> </Materials> <ReactionProcessing> <!-- particles --> <Particles> <!-- spark particle from the joint --> <Param Name="BoneEmission" Value="shoulder_R_g"> <Param Name="ParticleID" Value="IDS_FX_LIGHTSABER_BODY_IMPACT"/> </Param> </Particles> <!-- chunks --> <Chunk Typename="TSingleChunk"> <Param Name="Bone" Value="shoulder_R_g"> <Param Name="ChunkMesh" Value="Elbow_R"/> <Param Name="GravityScale" Value="1.8"/> <Param Name="RandomVelocityScale" Value="0.1"/> </Param> </Chunk> </ReactionProcessing> <Capsules> <Capsule Name="Dshoulder_R_g"/> </Capsules> </DismemberablePart> </DismembermentDefinition>
  11. I'm trying my best to make it load somehow
  12. Hi. I opened this topic to find people who could help me unpack game assets from a game made using the rather unpopular Torus engine from Torus Games. Digging through various forums, I managed to find some tools and scripts for QuickBMS that unpack .hnk files. However, this doesn't provide much of a result, as the archive contents are either formatless or in unprocessed .dat format. I used the Aluigi script from this topic: https://zenhax.com/viewtopic.php@t=173.html I would be grateful if someone could check this file and find a working way to unpack its contents: https://drive.google.com/file/d/14froq_u6DMcZd43PLGma6jA0NVZ_tryQ/view?usp=sharing
  13. Yesterday
  14. hello, I'm glad that there are still people trying to document the game's assets. To try to help you, could you tell me more about the files you have? - I currently have models and some character animations - I hope we can share progress - if you are interested, send me a private message
  15. Ekey can I show something, please, about the script you wrote? The script works well for exporting, but when importing a larger file, the game breaks. Could you please fix it?
  16. Yea, I'm working on BHD but mostly focused on the JO/DFX2 engine which is slightly newer and a different format. I'll post here when/if I get BHD usable.
  17. Nice catch. Can you plan to reverse .3di files from Delta Force: Black Hawk Down and start a new plugin that imports or exports custom meshes in .3di?
  18. http://aluigi.org/bms/spiderman_st2.bms I found this, but it seems the decryption header is different.
  19. I have a basic exporter for 3ds max here https://github.com/taylorfinnell/onbadexporter
  20. Just found these forums, that's my github in the OP. Happy to help. This may help you too https://github.com/taylorfinnell/on3diimporter/blob/main/on3diimporter.py
  21. .ilv.txth: codec = PSX channels = 2 sample_rate = 44100 interleave = 0x4000 num_samples = data_size
  22. Thank you! what about .ilv's? ps2.zip
  23. You can either use this QuickBMS script to extract the msv audio files out of the rp2: get UNK long get FILES long goto 0x20 for i = 0 < FILES getdstring NAME 7 getdstring DUMMY 25 get OFFSET long get SIZE long get DUMMY2 long string NAME + ".msv" log NAME OFFSET SIZE next i Or you can use this txth file to play the audios out of the rp2 directly (needs vgmstream + an audio player like foobar2000): subsong_count = @0x04 subsong_spacing = 0x2c base_offset = 0x20 name_offset = 0x00 subfile_offset = @0x20 subfile_size = @0x24 subfile_extension = msv Save the text above as ".rp2.txth" and put it on the same directory as the rp2 file. Also if you're using foobar2000, make sure to check "Enable unknown exts" on the vgmstream preferences page.
  24. here Dialogue.zip
  25. Please post some samples
  26. hey g, is this possible now with the game out? i was testing out using viola but it gave me "arythmetic opetation resulted in an overflow"
  27. Yes! I´ve to create a tool to merge and split image, so i can merge them, edit and later split to insert.
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