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  2. I can parse the *.mdl,*.skin,*.bon files by Noesis python script, but *.ani still has something wrong. Has anyone tried to parse Scions of Fate's *.ani? Please write here.
  3. The files are too small to contain 3D models. (prx might be a compressed format, though) For cutting the .dat file you could use HxD which is a good hex editor. (Load the .dat file, select a block from 0 to 0x2DD000 and copy it to a new file then save that.)
  4. Today
  5. Point it to gc file, not gca (which I assume only contains stuff for animations anyway).
  6. Decided to try a few times times Each time it gave this error
  7. I made a thread for the Vicious Engine and didn't see it go anywhere. I figured I should go through the file types one at a time. First of these games I decided to look into was Kung Fu Panda: Showdown of Legendary Legends for 3DS I looked into the files with HxD and found Po judging by the text I found. https://drive.google.com/file/d/1A6FrxpfNcSsUmfIoPZbZKohAV76y77TW/view?usp=sharing
  8. Also if it helps, here are the rest of the files in the Modules and KModules folders. Might help with opening the .dat? I really wish I knew where to start or what to look for.
  9. Yesterday
  10. Yeah its the bigfile.dat in the sample .zip folder. As for your idea, maybe? I'm not sure if that would work 🤔 I could give it a try. Do you have a tool you recommend? Never used one before. There is an .IDX file detailing everything in that .dat so I'm pretty sure the files are in there. Going off what I can read, the models appear to be in a weird .at format. I recognize some character names.
  11. One big .dat file? Sorry, must have missed this. Maybe you could use a filecutter to cut the .dat after 3 MB?
  12. Hello everyone, this is my first message on this forum, so, sorry if i'm posting this in the wrong place... As the title says, i need help with the extraction of vfs files from this game; i wanted to localize it but, the only thing i managed to extract, were in-game backgrounds with dragon unpacker... here are the game links part 1 : https://mega.nz/file/1pY1DC5S#uBUAsEugK53VUQLoHjVYWAVj29sMDrAjkJ5cYGtFQNI part 2 : https://mega.nz/file/JlwlxAQa#y8F3TSUdGl6JKkK3cwjKdE-1v7HJ46pWColrNWtzy-4 part 3 : https://mega.nz/file/F8x1GSyQ#OxBkDBXvUEGuvDs8giEmwJvIiaOvC1o8zWBk_ZtsVK8 part 4 : https://mega.nz/file/9tgEhIhK#xK14cPIDAkzTNjkZRLkMC2f-gcgwVU5-p_zOgGgG7EQ NOTE: the files, in the apks have a ".mp3" extension at the end, i renamed the file (data.vfs.mp3) to data.vfs, and that's pretty much it... for those who don't want to download the games, here's the vfs file from the third game i'd like to extract and repack the file, to make the localization work data.zip
  13. I can add more if needed but I'm not really sure what else I can add? The only other files are the .pmf ones in a folder called movies (I assume these are cutscenes) and the rest seem to be stuff for the firmware (the .prx files). The filesize is that large because presumably all the game files are in that .dat 😕 I don't know how to get it smaller or unpack the dat, which is why I posted here.
  14. Thanks again! The audio files work on Foobar2000! Strangely looks like it's still missing some sfx and most of the tracks are 11 seconds noise, I wonder if that's just how it is in the files or if I've done something wrong. I don't know any tool that would load those .PAL files with the .bin sprites, so I'll just wait patiently for a palette support update.
  15. Hi, no one wants to download 300 MB for just one or two samples, imho.
  16. Destiny Rising appears to be using a new version of the NetEase MPK file format. I have not found any tools to unpack it. MPK and other files: https://drive.google.com/drive/folders/1k2wcpOSwKDsFFduUjDqUs0Roc2mpDI_X?usp=sharing Tools tried: NetEase Ace Racer mpkinfo/mpk (script 0.2) netease_mpk.bms Results in error "18 getdstring NAME NAMESZ" DI_ZZZ4.exe https://github.com/Durik256/Noesis-Plugins/blob/master/DI_ZZZ4.exe This gets a few numbered dat files that do not total the input mpk size. I am looking at xforce's netease-messiah-tools, but as they are from 2 years ago I do not expect them to be compatible.
  17. Hi all, First off, I just wanna apologize for constantly coming in here and asking for scripts/tools indirectly ;; I know it can be annoying, I just have 0 clue how to code these things myself and last time I tried to do anything like it, it didn't go very well. Haha… That said, I have 0 clue where to start with this game. I extracted the game and there isn't much. I presume the files are in this big .DAT file (see below) since it's by far the largest file on the disc. Any help in unpacking this would be GREATLY appreciated since I like to try manually extracting before something like NinjaRipper. 😅 If it's not in the .dat file, there are some other filenames like .pmf and .prx on the disc as well. Let me know if I need to send them. To note: This is NOT The Darkest Faerie. Different game and console. I'm aware there are tools for that one already. Samples here. Thank you for the help!
  18. Where did you find this very old tool or plugin for Blender?
  19. All tools will be posted soon. Maybe even today. Making some final changes.
  20. There's same filenames for each track. Correct filenames are as in the screenshot. How to get them for each track?
  21. Right click > Convert > Quick convrert Filenames are available in "Title / track artist" column in foobar's window.
  22. i know this but what about font map? I cannot see any font map for dds fonts..
  23. I guess we can mark this as solved. There is still a lot unknown, but i managed to manually rebuild 12 models in just 4 days now which means 6 days to go until i rebuilt the whole game. I wrote down the correct vertex count for every model that i find in this process, so even that information is no longer relevant. What i did find out in the mean time is that vertex blocks after the regular vertices are not trash or LODs (the game has no LODs), they are literally points exactly between 2 vertices, basically the center of the edge connecting them. This is why it's very easy to find the correct vertex amount. It's very obvious and easy to detect these edge centers on models with such a low vertex count: just select 3 suspicious vertices and if one of them is exactly at the average center of all 3, delete it. You do that as long as possible until you come across the first vertex that is obviously part of the model. It helps a lot that vehicles in this game all have roughly the same vertex count, between 194 and 252. I used these settings in hex2obj: Step 1 start address 0x48, set PtCld, click "go1" Step 2 FVF size 12, click "go2" Step 3 enter start address found at 0x1C, add 12 to it and enter a nice number for "count", the largest count i found yet is 481, click "go3" and then click "mesh" to get the point cloud as obj file. Upload this obj file to an online obj - fbx converter, because 3ds max does not import obj files that contain only a point cloud. Done.
  24. Can someone start a new project and GitHub repo to decompile the Xbox-exclusive game Brute Force and port it to PC instead of emulating through CXBX-Reloaded which gets a black screen?
  25. But what about export format (OGG) as in the bank with preserve original filenames?
  26. Last week
  27. Could you share a tool for extracting all files? I want to extract audio localization files. Thank you!
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