All Activity
- Past hour
-
phantasea joined the community
-
Ozymo joined the community
- Today
-
we already have a tool for the Wolfenstein games via DTZxPorter that gets fully rigged models with their textures. OBJ is a very useless file format that destroys model data. armature included.
-
fortisfio joined the community
-
FragileAlliance joined the community
-
chickenchowmein77 joined the community
-
wandereees joined the community
-
BrilliantOctopus97000 joined the community
-
I've added support for nightly builds in ImageHeat π https://github.com/bartlomiejduda/ImageHeat/releases/tag/nightly
- Yesterday
-
Disney's Dinosaur (PS1) BIGFILE.CAT
Rabatini replied to BillyBnMOfficial's topic in Compressed files and methods
-
-
Drag and drop .resources files into this script, it will extract all of the assets from there (.texdb files not implemented yet). wolfenstein_2_resources.py
-
Nothing, I was just wondering since you never replied to the original .pages virutaltextures thread, I know you can do this! Finally turns out that vtex tool is all wee needed this time, and no textures are not stored in virtualtextures but in bimages in Wolfenstein: Youngblood
-
Wolfenstein Youngblood Models
erickkingofarmy14 replied to erickkingofarmy14's topic in 3D/2D models
But what does Wolfenstein Youngblood have to do with this? -
No, no I mean the ID Tech 5 ones, The New Order/Old Blood ones, you don't have to have a good PC to do this and use my scripts if you want extract all the assets aside the textures -
-
Wolfenstein Youngblood Models
erickkingofarmy14 replied to erickkingofarmy14's topic in 3D/2D models
I can't because of 3 reasons: 1. I haven't learned how the id-tech 6 graphics engine works. 2. My PC isn't good enough for me to play games and do reverse engineering to extract files. And 3. I don't have the money to update my dead PC setup!!!! (Sorry) -
The issue is that it is not clear to where the decompressed size is listed
-
safasgfsagasgfsadf joined the community
-
That honestly looks like a skinned character whose IBM has not been properly applied
-
I am looking forward creating a Wolfenstein: The New Colossus & Wolfenstein: Youngblood, Colossus is almost done, did you extracted the virtualtextures??
-
santi_fuchs joined the community
-
https://raw.githubusercontent.com/Ekey/REE.PAK.Tool/refs/heads/main/Projects/PS_STM_Demo.list
-
[PS2] Junjou Romantica Koi no Doki Doki Daisakusen PTD file extraction
ninoochan replied to Pato's topic in Game Archive
When debugging function 0010D850, I found these filenames in the t0 register (after the decryption result; it also loads the filenames of files with the .JRS header into memory): LOGO.JRS MAINSCRIPT.JRS SCENARIO.JRS SCENARIO00_ROMA.JRS SCENARIO00_ROMA_TGS.JRS SCENARIO00_ROMA_TRIAL.JRS SCENARIO01_EGOI.JRS SCENARIO01_EGOI_TGS.JRS RES/SCRIPT RES/SCRIPT/SC RES/SCRIPT/SC/00_ROMA RES/SCRIPT/SC/01_EGOI RES/SCRIPT/SC/02_TERO RES/SCRIPT/SC/10_KAISOU SCRIPT.SVL etc... The flow is: SCRIPT.PTD (disk) β [AT GAME STARTUP] β Decompress YKLZ β Decrypt .JRS β Load into PS2 memory --- Knowing this, I set a read/write/change breakpoint in the PS2 debugger after the initial file-loading process in RAM. In this case, I set it at 0056AC20 (which corresponds to `SCENARIO00_ROMA.JRS`), and as expected, this is the first dialogue shown in the Romantica route. 0011A010 (game_load_resource) β 0010DED0 (file_system_wrapper) β 0010DB58 (process_filename) β Converts "SCENARIO00_ROMA.JRS" to something β 0010DC48 (binary_search) β Searches table using 0018E4FC (optimized strcmp) β 0010DD98 (get_file_info) β Returns data_ptr (already in memory?) β RETURNS to 0011A010 β ...... 00106800 (PROCESS .JRS?) β UNKNOWN β 001068D0 (FINISHES?) β Another unknown --- FUNCTIONS 0010DC48 β Binary Search - Searches for files in a master table sorted alphabetically (only to verify file calls are correct) 0010DD98β Get File Info - Returns data_ptr (already in memory), size, and flags 0010DED0 β File System Wrapper - Orchestrates the search and retrieval process 0011A010 β Game Resource Loader - Manages memory pool - Calls the entire system --- The only thing left to do is trace the flow and see what gets called after the .JRS file is loaded (which is obviously to process and render the text). With the information on how the game processes and displays text, we can process the previously extracted files from script.ptd to view the Japanese dialogues. I need to rest my brainβ¦ haha -
You were told to check for the models first and I found that wasn't finished. Now seems you're trying to do the second step before the first one and I fear that won't work.
-
In case who are interested in parsing and converting bones and animations from IGI 1 .iff files, here is the 010 Editor binary template. IFF.bt
-
So someone managed to find and translate the texts that were not available in translate_map?
-
Thanks, yeah the script lacks a ton of error handling, the script expects the user to have folder that aligns to spec, since the header was already checked i thought it was fair to assume the correct folder structure.
-
@AexaDev: very impressive work! As a remark, if someone tries to load a cmf without a cfg file being present he'll get this: I'm not sure whether all people out there will understand that a cfg file is missing so it might be a good idea to let the script check for it in the cmf's directory.
-
I chose to start loading from the .cmf files because it has a recognizable header, the cfg file does not...
-
There is a "thanks button" (just in case you didn't know).
-
02020201 is a texture packaging format that contains multiple mip blocks. The file header has the texture type, mip number, width and height. This game uses astc most of the games. The encryption is EZST and ZZZX, the installation package uses resource as its name, and the hot update uses patch as its name (this is the same in almost all Messiah games) There are multiple versions of the index data, a version without hashed names, and a version with hashed names, this game is the latter Resource and patch are the same. Patch will re-update some of the resource's old assets when updating. Patch uses a database format, which contains the hash key owned by the resource, file location, offset, length, and some unavailable network data values, such as file id, file size, whether it is metadata, etc. These data are associated with the file list. The file list is XOR encrypted. You can download the resource from the network by id, or obtain it locally by offset and length. There should also be a repository file that stores the conversion from uuid to actual name, but I never get
-
After reading your reply, i'm not sure if you mean morphs which allow to make a new character from universal face, or facial expressions of one existing character. Also no, i dont know a way to get custom charaters made in character creator because the process is complicated and includes 3 source head meshes and a lot of modifications upon it.
ResHax.com: Empowering Curious Minds in the World of Reverse Engineering
Delving into the Art of Code Unraveling: ResHax.com - Your Gateway to the Thrilling World of Reverse Engineering, Where Curiosity Meets Innovation!