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  1. Past hour
  2. I've been trying to figure out how to correctly extract the files from one of these .zap archives. I know there's a bms script for them but every time I use it everything always comes out incorrectly where, for example, using it with ovldata.zap a character file will actually have data with an unrelated shape in it and the header (FGRK) wouldn't be in the correct spot at the start of the files so I had to manually go through the entire file archive and manually take them out with a hex editor... EVERY SINGLE FILE. Since I've got a semi-solution to ovldata, I'm now primarily working with auxdata.zap which houses all of the game's world models and I can't seem to find a good way to find out any of the specific files cause they don't seem to have explicit headers unlike ovldata. And unfortunately the bms script seems to be extra broken with auxdata as it shares the same issue with data being in the wrong file, but it also has it's own bug where the extractor just seems to trip up and asks to rename the file in order for it to save, but you can try to rename the file as much as you want but it never actually goes through. I've attached both of the aforementioned .zap archives so hopefully someone can figure out a solution to this. ovldata.zap on Google Drive auxdata.zap on Google Drive
  3. Today
  4. Just the character models in general. The battle uniform ones would be in there, just not sure about the ones of them in their uniforms since those only seem to appear in pre-rendered cutscenes (the battle ones are the ones with those weird holes in their chests). No clue if you're planning to post these files anywhere, or make a script to make it easier for others, etc, but it would be awesome if you did. I'm always curious to see how the character models are put together.
  5. For .saf files try to extract with this python script, if there is no problem you will get a bunch of .wav files saf.py
  6. Yesterday
  7. You can try to parse ent and geo files with this script, and you will get a lot of disassembled files Urban_Chaos_ent.zip
  8. These ones? From geomchr006. I think I've just about got the basic mesh format sorted.
  9. This forum is designed to help you extract assets from your games by providing samples for others to analyse and maybe write scripts for, not to provide assets.
  10. Are you able to confirm if the character's uniform models are present or if it's just the battle model ones? Tsubasa's battle model is a (SPOILERS) literal car, I swear if she is the only one who has no model at all because of that. EDIT: Nevermind, they're all used for the certain scene after the fight.
  11. Hi there! Excited to be here and finally join the community I'm working on a texture tool for BloodRayne, with support for all platforms the game was released on. With the help of ImageHeat and ReverseBox, I got the basics of swizzle/unswizzle. Some of which can be described as bijective mappings, which I actually enjoy working with. Bloodrayne 1 was released on 5 platforms and uses 10 formats to represent textures, and almost all of them involve swizzling (except the PC version, of course). The ReverseBox helped me understand most of them, except for one. In ImageHeat, it's called as "PS2(EA 4 BIT)". Unfortunately, the source code of _convert_ps2_ea_4bit is not available and is implemented as in a closed library. In created issue, the author mentioned there are no plans to release the source code yet. So does anyone here know how this "type 3" swizzle works? Any clues where to look, or other tools/projects/technical docs that might help figure it out? And my favorite question - is a bijective mapping or not? Thanks in advance. Any help or pointers would be hugely appreciated. An example file is attached. It's a lightmap. Here’s how to view it in ImageHeat: Width = Height = 512 Start Offset: 152 Pixel Format: PAL4 Swizzling Type: PS2(EA 4 BIT) Palette Format: RGBX8888 Pal. Offset: 56 [10,br1,ps2]SEC_2_GRAVEYARD_LX_12.zip
  12. thanks dude, you mean I have to use it to parse the ent file it self or SAF?
  13. Thank you to everyone who participates in this study, whether the results are successful or not. I know this is a difficult task. I just hope that one day, even if it takes a long time, there will be a tool to properly extract the model of this game. Thank you again to everyone who continues to research.
  14. ya i unpaked , i used quickbms_4gb_files.exe with unreal_tournament_4_0.4.25e.bms and daysgone files ain't encrypted
  15. The file is compressed by zlib. The previous part should be an index table. You can try to use the index table to parse it.
  16. Hi! Can someone help me decrypt track from Assetto Corsa Please. Thank you.
  17. how , how do i get the key , i am running everything right i guess , but it ask for some key and says its encrypted
  18. Most of the .geom character files start with ch and looking at ch001a.geom via a hex editor I did noticed it has names for the textures, meshes, and bones are listed at offset 409ED0.
  19. I don't get it? Looks like it won't help when I ask, I want the model to find the file to share with the model. Im sure you will help me if I have found a file for someone or a group.
  20. https://wormhole.app/OXjlmP#fC9WCY2shs7DjvNcftpkyA Here's the new Archive from the Full Release of the game
  21. I'm also hoping to rip the character models from this game, but I have no idea how to extract from MVGL archives. Something strange I've noticed is that while the characters all have models for their uniforms, they only seem to be used in the cutscenes. (The exception being the protagonist whos uniform model is used in the hallways) The character models are present in the battle sections with their battle uniforms on. Of course I'm early into the game so, maybe those uniform models will show up later on, but if they really are only used in cutscenes then I doubt they would be in the files anywhere. We'd probably only have access to the battle ones.
  22. Last week
  23. So I downloaded the full game today and the big archive file went from 1.7 gigs to 5.85 gigs Also it seems that along with the other files they also have patch some of them along with the original files still there
  24. Yeah, I can see some models in that bigger archive - mostly scenery from the ones I've looked at so far. If I can work out the textures as well, I might be able to do a script, not sure yet.
  25. Games of that time usually have no indices. Coordinates are forming the faces of a model one by one.
  26. edit: sadly the following worked for an emd from 2001 only. (The em02.emd you provided results in a tim file with 5 millions of zeroes.) I started the "BioHazard File Archive Tool" mentioned in the tutorial and used Bio1.5/EMD/Disassemble on em001.emd (2001) - a.tim and a .tmd file were extracted. Point cloud from tmd: 2 meshes from em20.emd (2017) with faked face indices (strips), boot and hair: em08-head:
  27. Hi here is the UI files from Ghostbusters TVG:R. It seems the UI files incldue hierarchy elements are organized in a parent-child relationship some textures references I guess somewhere it includes the position of the elements, also it seems to include some "animation elements" such as bcanimate1, bcanimate2, slideright, slideleft. ui.rar
  28. Surprise. Well, I've tried to compile a part of the code (emd2xml) from the first github link and it's horrible to get the required libs/dlls from 14 years ago. Got some libxml lib from 2008 and some random SDL.dll to compile an exe (edit: did not work with emd files from 2017). Finally I got such from em001.emd (2.25 MB, 2001, maybe a RE1 emd) <?xml version="1.0" encoding="UTF-8"?> <emd version="1"> <skeleton> <armature mesh="0" rx="0" ry="0" rz="1"/> <skel_move> <movement id="0" x="0" y="0" z="-8560" dx="29" dy="0" dz="0"> <mesh_move id="0" ax="1" ay="0" az="0"/> ... ... <mesh_move id="470" ax="2933" ay="-18558" az="-25645"/> <mesh_move id="471" ax="17450" ay="-22935" az="16986"/> <mesh_move id="472" ax="7421" ay="16655" az="-15410"/> <mesh_move id="473" ax="17446" ay="-4092" az="16992"/> <mesh_move id="474" ax="7419" ay="-16113" az="-15410"/> <mesh_move id="475" ax="17446" ay="-4096" az="16992"/> <mesh_move id="476" ax="-12851" ay="-12851" az="-12851"/> <mesh_move id="477" ax="-12851" ay="-12851" az="-12851"/> <mesh_move id="478" ax="-14528" ay="13667" az="18923"/> <mesh_move id="479" ax="-16944" ay="-21458" az="-16514"/> <mesh_move id="480" ax="-14528" ay="13667" az="18923"/> <mesh_move id="481" ax="-16944" ay="-21458" az="-16514"/> <mesh_move id="482" ax="-14528" ay="13667" az="18923"/> <mesh_move id="483" ax="-16944" ay="-21458" az="-16514"/> <mesh_move id="484" ax="-12851" ay="-12851" az="-12851"/> <mesh_move id="485" ax="-12851" ay="-12851" az="-12851"/> <mesh_move id="486" ax="1551" ay="1509" az="1607"/> <mesh_move id="487" ax="1413" ay="1495" az="1413"/> <mesh_move id="488" ax="-12851" ay="-12851" az="0"/> <mesh_move id="489" ax="0" ay="0" az="0"/> <mesh_move id="490" ax="1" ay="0" az="-12851"/> <mesh_move id="491" ax="-12851" ay="-32737" az="-32737"/> ... ... but I have no idea how to make use of it or, more precise, no motivation to feed the values (converted to floats, maybe) to keyframes.
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