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  3. Maybe try to learn from tools that already exists. See the source code shared by other people, analyze what is going on in the code and try to recreate the logic. Here are some examples https://github.com/bartlomiejduda/Tools But to be honest, creating tools is an easy part. 😄 You should really focus on "Step 4" from your list, so basically you should learn how to reverse engineer file formats. Here is a good place to start https://reshax.com/topic/47-reverse-engineering-tutorials-collection/
  4. Thank you so much. and please let me know if i can help with anything. Can't wait to see more levels
  5. Wassup I'm new to extracting files from video games but I'm trying to learn how. I want to learn how to extract and code in general so that I can do this with any game that I want. I've watched a couple of tutorial videos on Youtube and this is the process that I've figured out so far: 1. Download Hex Editor 2. Download the game that you want 3. Extract files with 7zip to get the files that you are trying to extract (Ex: character models, stages, UI, Etc.) 4. Open file with hex editor to see what the file types are inside decompressed files (Ex: .dat, .fpk, etc.) 5. Go to Quickbms to see if the file extractor has already been created 6. If not, then you have to create and code the file/tool yourself <----- THIS IS THE STEP IM STUCK ON. I DON'T KNOW WHERE TO CODE 7. Use the file to extract said data from the game you chose 8 The End EDIT: If I'm missing any steps can someone offer some advice? Thanks in advance
  6. There isn't much that will play these Bink files at the moment due to it being a different format to normal BIK video. The files also seem to have a fake header of 0x80 bytes. Removing that does play something in Rad Video Tools, although I'm still not sure if it's exactly right.
  7. I am trying to convert video/audio files from Delta Force: Hawk Ops into MP4/MP3 format. I extracted some .bin files from the game’s Paks, but I ran into an issue: I don’t know what compression format these .bin files use. What is known so far: the file header of these .bin files is: A0 D7 82 1D 4B 42 32 6E The keyword is KB2n, and from my online search, this might be related to Bink files from RAD Video Tools. I’m asking for everyone’s help. Thank you in advance! PS: The game uses Unreal Engine, and I’ve attached some of the extracted .bin files—hopefully this helps. Movies_HD.7z
  8. Yesterday
  9. I'm not sure. One of these probably: * Commanche 4 *.pff * Delta Force *.pff * Delta Force 2 *.pff * Delta Force Land Warrior *.pff * F-22 Raptor *.pff * F-33 Lightning 3 *.pff
  10. After 9 months I assume the OP doesn't care, so this link is only for the sake of completeness.
  11. https://github.com/SydMontague/DSCSTools/tree/hundred-line https://github.com/Pherakki/Blender-Tools-for-DSCS/tree/feature/refactor As others have mentioned, these two do the trick nicely if you want to extract the character models directly from your game Once you get past building DSCSTools, all you need to do is extract "app_0.dx11.mvgl" from the game files with it, and then only worry about any .geom or .anim file that starts with "mon" or "chr" when importing things into blender I personally ran into a crash error when importing some characters like Takumi into blender, which I fixed by manually modifying the blender plugin: Remove or comment out this line in external\blunger\interface\mesh\dataimport\LoopImport.py bpy_mesh.normals_split_custom_set([Vector(n) for n in normals]) (I have no idea what the actual technical implications of removing this line are, but the models look fine enough on import even without it, and blender does stop crashing after this modification, so it's better than nothing I guess) Here's what every chr and mon corresponds to (They also have variations like a,b,c,d after their number, which may have some meaningful differences between each other, most don't): chr001 - Takumi chr002 - Takemaru chr003 - Hiruko chr004 - Darumi chr005 - Eito (import the B variant for a version with sunglasses) chr006 - Tsubasa chr007 - Gaku chr008 - Ima chr009 - Kako chr010 - Shouma chr011 - Nozomi chr012 - Kurara (import the F variant for a version without the tomato head) chr013 - Kyoshika chr014 - Yugamu chr015 - Moko chr016 - Eva chr025 - Boss Eito 1 chr026 - Boss Eito 2 chr101 - Casual Takumi chr118 - Leap suit person chr120 - Ghost Eva (There doesn't seem to be any models of the main characters without their combat armor other than for Takumi) mon000 - Nothing mon011 - Tubrilla mon012 - Crazed Tubrilla mon021 - Grizzlei mon022 - Crazed Grizzlei mon031 - Moggimog mon032 - Crazed Moggimog mon041 - Telepax mon042 - Crazed Telepax mon051 - Lagomortar mon052 - Crazed Lagomortar mon061 - Darumarr (variants have different textures) mon071 - Yueffoh mon072 - Crazed Yueffoh mon081 - Buzztop mon082 - Crazed Buzztop mon091 - Batrakkiken mon092 - Crazed Batrakkiken mon101 - Yuridah mon102 - Crazed Yuridah mon111 - V'ehxness Corps Soldier mon121 - Mist Machine mon131 - Soundwave Hallucination Machine mon511 - Murvrum mon512 - Dahl'xia mon521 - Pakron mon522 - Pakron Trio mon523 - Pakron Trio mon524 - Pakron Trio mon531 - Addamaque mon541 - Quenzelle mon542 - Quenzelle phase two mon543 - Invader Egg mon551 - Parmith mon552 - Parmith phase two mon561 - Eva commander transformed mon571 - Zen'ta mon572 - Monster Moko (Zen'ta) mon573 - Monster Eito (Zen'ta) mon581 - Valla-Garzo mon591 - Szanshin mon592 - Szanshin with absorbed Ima mon593 - Szanshin with absorbed Ima, Takemaru and Kyoshika mon594 - Szanshin fused with Valla-Garzo mon601 - Nyewgank mon611 - Turamtammi mon621 - V'ehxness mon622 - Hoodie V'ehxness mon631 - Nigou mon651 - Shion intercept system
  12. I have the game files anyway, and it does work with the other level maps. The only pain is the way the textures are organised - I had to do some crappy hacks to get the textures on the correct face strips. And because each strip could be a different texture, you end up with too many strips - 11,000+ in this one alone, which causes some issues. I'll have to try and optimise that somehow, as there are only 129 textures. I don't think the face reading is properly correct either. So if I can work out some of the issues properly, I'll be able to publish a script.
  13. I extracted the Gran Turismo 6 PKG file. I don't know if that was the right method or another, but I have this folder that's 14 gigabytes in size and has a lot of subfolders. In image 1 you can see the main content, what came out of the PKG file. In the second, the folder, which I think is the most important, where all the files are. In the third, what is inside the folder in image 2. I tried a tool I found on GitHub (GTToolsSharp, by Nenkai), but besides only extracting the cars folder, it crashes with an error as soon as it starts: Unhandled exception. System.IO.EndOfStreamException: Unable to read beyond the end of the stream. at System.IO.Stream.ReadExactly(Span`1 buffer) at GTToolsSharp.Utils.CryptoUtils.DecryptCheckCompression(FileStream fs, Keyset keyset, UInt32 seed, UInt64 outSize) at GTToolsSharp.PFSVolumeUnpacker.UnpackPFSFile(FileInfoKey nodeKey, String entryPath, String filePath) at GTToolsSharp.PFSVolumeUnpacker.UnpackFiles(IEnumerable`1 fileIndexesToExtract, String basePFSFolder) at GTToolsSharp.Program.Unpack(UnpackVerbs options) at CommandLine.ParserResultExtensions.WithParsed[T](ParserResult`1 result, Action`1 action) at GTToolsSharp.Program.Main(String[] args) at GTToolsSharp.Program.<Main>(String[] args) The extraction leaves a file named "VER_INFO" with the following content: 20131111-130812 I don't know if the tool doesn't work with this specific version of the game or something else. The goal of all this is to get car and track models into Blender. As always. 😆
  14. 00a, 00c and 00p file formats are used by Lithtech Jupiter EX (upgraded version of Lithtech Jupiter). 00c = compressed 00a = lta 00p = processed/compiled
  15. No, I prefer didn't use rippers because it's always problem with UV, Mesh Smooth etc
  16. I remember Lithtech using lta (ASCII files) and ltb (binary) There were ltc, too, afair. (I have never encountered 00a, 00c or 00p so searching the Xentax archives will be useless, I guess.) What I saw mentioned there is a converter "LTB to LTA" by dirigien. There's also 2 Noesis scripts for ltb import.
  17. this https://sites.google.com/view/3d-model-archives/tools/akderebur-tools/valkyrie-profile-ak some tools part is missing.
  18. Might be interesting to take a look at this since I have some experience with previous ghost recon script, this might be similar. Busy with a xbox and ps2 script for pgg and xgg first though
  19. WOW! This is it! from what i see it looks exactly like its supposed to be! can i send you another level to validate the process? I was about to check the original assembled upload with the rip i did, but this looks like its solved! thank you guys for your hard work on this! ohh and please keep the green objects! they are interactable surfaces. you can climp the vertical ones and do aereal attacks from the plattforms themselfes. so it would be cool to also have them. event behind the leaning tables. afaik they trigger the table breaking, when slamming somebody into the green box. I also tested the new bms script on the beta version of the game and it worked just fine! also tried it on byw2...it half gets a few names and folders, but the other half is just jibberish in filenames. i can open it with the original script though! but this is as far as i got in the time that im back from the job now. thank you guys again so much!!!
  20. Thank you, seriously. You guys are like gods in this forum. 🙇‍♂️
  21. It says, "thanks, I need to know what you did to get atleast something ". I searched for VIF tags,
  22. You should use the latest script I made. It extracts maps as well. Just drop the map file onto the script. It will extract in the same folder.
  23. I need to know what you did to get atleast something
  24. Last week
  25. Do you know what games used encrypted variation of PFF? Just for interest
  26. Hey. Helmet, ugly as always when I try tri strips for PS2 (should learn, how Nenkai does it):
  27. File format specification for PFF archives https://rewiki.miraheze.org/wiki/Delta_Force_PFF
  28. Version 0.7.1

    2 downloads

    Program for handling FFN, PFN, XFN, MFN and SFN fonts from EA games List of functionalities: - Parsing EA Font files - Preview for font images - Decoding and viewing font flags - Viewing/Editing character table - Exporting font images as DDS, PNG or BMP - Importing font images from DDS, PNG or BMP
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