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  2. I wrote some code to check this but it doesn't seem to work for (int aa = 0; aa < byteFile.Length - 4; aa++) { fileSum ^= byteFile[aa]; }
  3. Today
  4. I'm writing a tool that combines the text of the game and extracts it from the symbols. Anyone can translate it into any language they want. I'm just trying to make sure it works smoothly.
  5. Greetings, everyone. Does anyone know how to get models from DeS Remake? I know for sure that it is possible, because MaxTheMiracle has already dumped some of them and made a mod for Elden Ring with DeS Remake armor. Thank you all in advance.
  6. In case if you don't wanna look for separate topic for Critical Velocity PS2 model, here's the bms script (ikskoks) and noesis .gm2 model (roocker666) fmt_critical_velocity_gmd.py Critical_Velocity_PAC_script.7z
  7. Further analysis: The basic body meshes all use the same bind pose matrices (i didn't check if they're literally the same bit-by-bit level, but the element-wise floating point values are closer than 1e-5 to each other). Some accessories (clothes, hair, etc) have significantly different matrices. There are some that are roated 90 degrees, which I suspect is some kind of an asset pipeline error. Then there are shoes: some shoes are high heels, and they systematically have a just-under-5cm (or 2 inch) offset. Makes sense: they're high heels. Here is an example from the analysis output: d64e8ca713d83fc1 (l_tibiaRibbon_01_uJnt): in file "01843_a7494d1363ac7bd9.dat": basicHighHeels_SKINNEDMESH <Matrix 4x4 ( 0.0000, 0.9998, 0.0216, -0.3501) (-1.0000, 0.0000, 0.0000, -0.0895) ( 0.0000, -0.0216, 0.9998, 0.0232) ( 0.0000, 0.0000, 0.0000, 1.0000)> in file "01755_dc9ca21776a54c50.dat": drMartensBoots_SKINNEDMESH <Matrix 4x4 ( 0.0000, 0.9998, 0.0216, -0.3023) (-1.0000, 0.0000, 0.0000, -0.0895) ( 0.0000, -0.0216, 0.9998, 0.0222) ( 0.0000, 0.0000, 0.0000, 1.0000)> There you can see joint id, d64e8ca713d83fc1, named l_tibiaRibbon_01_uJnt which has a -0.3501 displacement on the X axis in one matrix defined in the "basicHighHeels" mesh and a -0.3023 displacement in the "drMartensBoots" mesh (4.78cm/1.95inch difference, assuming 1m = 1 world unit), . Also a 1mm difference in the Y-axis. All other elements are the same.
  8. Well, I have some other project I'm very busy with. Did the packages work for you? I've still that "entrypoint not found" error as I wrote. So some basic functionality might be missing and it would be important if someone (you 😄) could make it work without that error.
  9. EDIT: File from this game in link below. BMS to extract this file above. https://gofile.me/7i7Sv/DRhIrrbmf
  10. I think you're missing a lot of what I'm saying and you're not doing it quite right.When you create your own pak file, you need to enter the name correctly.The original file is “Alabama1-Windows.pak” you have to make “Alabama1-Windows_P.pak” like this.
  11. don't use method 2 ,ignore the mistake
  12. In Silent Hill 1 on PS1 checksum is just a simple XOR operation on all bytes. Maybe this is the same
  13. I'm having an issue with trying to hack a PS1 memory card save checksum. The game is Chrono Cross and the format is .MCS from the pSX emulator. I have provided two files to illustrate the issue. The only difference between them is address 0x13E7 and the last four bytes which are probably the checksum. It isn't a Checksum-32 or any other common checksum that I know of. I ran it through a web-based checksum fixer but I would rather just write my own editor program than use that one. Chrono Cross.7z
  14. Hi Beedy, I remember you from the Xentax days. I work with EA UFC models and they are in the same format. Have you made any progress with modifying the geometry and reimporting/exporting to the mcd format?
  15. I understand. I'm sorry I've never been able to try this with the Steam game.. I hope someone who has tried this with the Steam game give you an answer for this brother..
  16. What happened now !!!!!
  17. I put the fonts and language like this and refilled it with retco. Am I on the right track?
  18. The error went away after I chose method 2. I will complete the steps now and see the result
  19. The file you exported from fmodel has no uexp extension, so its size is different from the uasset file with uexp extension.You can repackage it with retoc.You need to pack the uasset with uexp extension.I think you are going completely wrong. 1-extract the uasset with retoc and drag it to ue4loca, this is a preference. 2-change any text and save it. 3-repack with retoc (the commands are written in the topic how to repack) 4- There should be 3 files like this for example: Test_Z.pak Test_Z.ucas Test_Z.utoc You can throw these 3 files in the paks folder or you can create a folder named ~mods in the paks folder and throw them in it.If the ufont files are in .utoc in the fmodel.you need to pack them in this way.If they are in the .pak file, you can pack them with unrealpak. These are different file structures. It may seem complicated but don't give up.
  20. This is what I did for four days 1-I unpacked the files using retco 2-I moved the files extracted from retco to the fmdol path and replaced the file Text_enus.uasset With two files Text_enus.uasset Text_enus.uexp 3- I modified only 3 texts using the UE4localizationsTool program 4- I changed only the fonts in ufont format 5- I changed the name of the extracted file from fmodel Exports to Alabama1-Windows 6-I reassembled using UnrealPak 7- I moved the Alabama1-Windows file to the game path C:\Avowed\Alabama\Content\Paks What did I miss in all this?
  21. Yesterday
  22. I have a problem with the file size. Note the difference between extraction in fmodel and retco. I do not know if this is caused by errors
  23. They were automatically placed like this and assembled. Do you mean putting the fonts file in the Text folder? I don’t have anything in utoc format. Alabama1-Windows.zip
  24. Fonts are in ufont, after changing them, if they are in .utoc, you need to include it when you package it with game texts. If they are in pak, you need to create a separate pak file. If the pak name is Alabama-Windows.pak, package it by making Alabama-Windows_dasjor.pak.
  25. I finally relented and compared the matrices I get from the ozz animation file and the matrices in the mesh files and this is the result for the hip bone: matrix from the skeleton: Matrix(((-1.0, -0.0, 0.0, 0.0), (0.0, -1.0, 0.0, 0.6416075229644775), (0.0, 0.0, 1.0, -0.008603900671005249), (0.0, 0.0, 0.0, 1.0))) (decomposed) (Vector((0.0, 0.6416075229644775, -0.008603900671005249)), Quaternion((0.0, 0.0, 0.0, 1.0)), Vector((1.0, 1.0, 1.0))) (rotation as euler) Euler((0.0, -0.0, 3.141592502593994), 'XYZ') matrix from the mesh: <Matrix 4x4 ( 0.0000, -1.0000, 0.0000, 0.6416) ( 0.0000, 0.0000, 1.0000, 0.0086) (-1.0000, -0.0000, 0.0000, 0.0000) ( 0.0000, 0.0000, 0.0000, 1.0000)> decomposed: (Vector((0.6416075229644775, 0.008603900671005249, 0.0)), Quaternion((0.5, -0.5, 0.5, 0.5)), Vector((1.0, 1.0, 1.0))) euler: <Euler (x=-1.5708, y=1.5708, z=0.0000), order='XYZ'> So, the position is different (0, 0.64, -0.09) vs (0.64, 0.09, 0.0) and the rotation is different (180 degrees around the Z axis vs -90 degrees around the X axis, then 90 degrees around the Y axis). I guess now I have to figure out the correct space conversion then...
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