Tools
Any complete tools can go here
1,792 files
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Tools allow to export custom player head from Character Creator, and any NPC with custom head like Felassan. There are 300+ head_preset.ebx files in the game for such NPCs.
For brief usage see readme.txt inside, I will make detailed instructions here later.- 12 Downloads
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ReLunacy is a level editor for the Ratchet & Clank: Future series and Resistance series by Insomniac Games, a fork of Lunacy developed by NefariousTechSupport that was archived back then.
Lunacy was all rights reserved, so I asked NefariousTechSupport for their approval and after YEARS of work, I'm happy to present a version that finally has more things than the original Lunacy ! (Well it already had newer stuff and all, including new progresses on the reverse engineering of the Ratchet & Clank Future series but I just never thought about posting it here)
My most recent and significant progresses were the imitation of the Tools of Destruction shader, specifically the baked lightmaps. I'm still working on the cubemaps and directional lighting of Mobys.
On the other hand, I also finally reversed the UFrags on new engine, completing the research of my predecessors who already did an absolute gigantic work for finding all that.
You can see the joined screenshots to understand more precisely.
The project is OPEN SOURCE, so if you want to contribute or stay tuned for newer versions, everything is available at https://github.com/VELD-Dev/ReLunacy ! (THE NATIVE LINUX BUILDS ARE AVAILABLE THERE !)
I also want to implement the animations reading but the code is all rights reserved here and I didn't figure how to reach out the dev of the animations extractor for R&CF/Resistance- 1 Downloads
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PAMFtool is an open-source muxer & demuxer for PlayStation Advanced Movie Format (.PAMF, .PAM), often found in PS3 games.
The goal of this project is to provide an open-source solution for preserving PAMF videos without relying on SDK tools.
Source code is included in the zip, the tool is still in development.
Supported streams:
- AVC (H.264) video streams
- M2V (MPEG-2) video streams
- ATRAC3 Plus audio streams
- LPCM audio streams
Requirements
.NET 8.0 (or higher)
Supported platforms: Windows, macOS, Linux.
Usage & Parameters
-info - Print information about a PAMF file and its streams
-demux - Demux all streams from an input PAMF file and write them to a subfolder
-mux - Mux all streams contained in a folder into a new PAMF file
Additional -mux Parameters
-noep - Skip writing an entry-point seek table in the PAMF header
-deblock - Force the codec-info deblock byte to 1 for AVC streams
-nodeblock - Force the codec-info deblock byte to 0 for AVC streams
-noatsc - Ignore any 'atsc' RIFF chunk in .at3 inputs
-pace <v> - Set SCR pacing rate. See -h for values
-pstd <KB> - Override AVC P-STD buffer size in KB
-mmb <n> - Override max_mean_bitrate byte in AVC codec_info
-ps2-block <n> - Override private_stream_2 marker cadence in AUs
-muxrate <KBps> - Override pack_header mux_rate (48000, 24000, or 12000)
-std-delay <ticks> - Override std_delay_bound. See -h for values
-initial-scr <ticks> - Override SCR value at pack 0 (auto-detected)
Notes
- While the demuxer is fully functional, the muxer is still experimental. PAMF files rebuilt with this tool work in all tested PS3 games so far.
- Raw H.264 data does not play in most video players. Use ffmpeg to mux it back into a more conventional container format.
GitHub Repo
GitHub
GitHub - ravenDS/PAMFtool: PlayStation Advanced Movie For...
PlayStation Advanced Movie Format (PAMF) Muxer/Demuxer - ravenDS/PAMFtool- 5 Downloads
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IPUenc is an open-source video converter for PlayStation 2 .IPU video files.
The main input/output format is .M2V (MPEG-2 video).
.M1V (MPEG-1 video) is also supported.
Source code is included in the zip.
Requirements
.NET 8.0 (or higher)
Supported platforms: Windows, macOS, and Linux.
Supported conversions
- IPU → M2V/M1V
- M2V/M1V → IPU
IPU modes
Mode 1: Raster order (row-major)
In this mode, the macroblocks that compose a frame are stored in row-major order.
Used by games such as The Getaway, etc...
Mode 2: Column-major order
In this mode, the macroblocks that compose a frame are stored in column-major order.
Used by games such as SingStar, EyeToy, Buzz! Quiz, etc...
Other options
- -idx: Writes a SingStar .IDX file alongside the converted .IPU file.
- -ntsc: Writes a 29.97 FPS tag in the .M2V header. Experimental.
GitHub Repo
GitHub
GitHub - ravenDS/IPUenc: PlayStation 2 IPU Video Encoder/...
PlayStation 2 IPU Video Encoder/Decoder. Contribute to ravenDS/IPUenc development by creating an account on GitHub.- 7 Downloads
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A tool which was refractored from this old current script but upgraded to support this game with minor fixes.
https://reshax.com/files/file/28-disgaea-6-monster-menu-disgaea-7-archive-decompilation-texture-and-model-extraction-toolscripts/- 5 Downloads
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Here is the archive of all my source code as of July 2026.
(with the exception of very few files related to asset encryption)
You can use my sources for any free, non-commercial projects. However, as has always been the case, I'm against commercial, paid usage or paywalls. This includes selling tools, mods or models.
There are also around 40 earlier projects related to audio/sfx/music extraction. Those will be published a bit later.- 136 Downloads
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UFC 5 [PS5] tools.
Work same as my previous frostbite tools.
toc_ufc5.exe - dump tool
Change .ini file parameters:
- game path
- dump path
- selection to dump "ebx", "res", "chunks" or "all"
Then drop any .toc file onto .exe to dump assets. Or run from command line with 1 parameter - toc file name.
Fb_ufc5_mesh.exe - model tool
Takes .MeshSet as parameter.
skeleton_fighter_male.ebx - main universal skeleton for all fighters. Must be in the same folder. If you need another skeleton, use its name as 2nd parameter. Or rename it to skeleton_fighter_male.ebx.
Tool will try to find chunks automatically. If not, it gives error message with chunk name.
Batch_Itexture_Converter_UFC5.exe - texture tool
has UI - self-explanatory
(not my tool, i just added PS5 unswizzler for this one)- 56 Downloads
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Requirements
Python 3.10 or newer installed on your system.
(Note: Make sure to check the "Add Python to PATH" box during installation. No additional modules are required.)
How to use
Add your files: Place your original Unreal Engine font files (.uasset + .uexp pairs, or .ufont files) into the source folder. Export: Double-click export.bat. The tool will extract the fonts and save them to the ttf_otf folder. Edit or Replace: Go to the ttf_otf folder and modify the extracted .ttf or .otf files, or replace them with your custom fonts.
(Important: The replaced files must keep the exact same names as the exported ones!) Import: Double-click import.bat. The tool will repack your modified fonts back into the original UE formats. Done: You can find your newly generated, ready-to-use game files in the NEW folder.- 122 Downloads
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Merge all text files in a folder and it's subfolders to one text file, or split it to subfolders and files. It can be useful if you have a bunch (maybe hundred or more) text files. Attached a more detailed txt, but see a short example below.
How it works? Let's assume we have this folder and file structure:
TestFolder
TestFolder\Cinematics.srt
TestFolder\EmptyFile.txt
TestFolder\Env.txt
TestFolder\Innerfolder\Play_08.txt
TestFolder\Innerfolder\Core.eng
TestFolder\Innerfolder\Descriptions.txt
Use
TxtMergeSplitter.exe m "TestFolder"
It will make TestFolder.txt within merged all txt. To separate them at every merged txt starts with [MergeSplitPath:path\filename], so at split the program will know where to put the merged content.
TxtMergeSplitter.exe s "TestFolder.txt"
It will create the above folder structure and within the files.
If you just want to merge files with specific extensions just add them to the command line. Let's assume for some reason you do not want to merge the .srt in the above example, so the command will be:
TxtMergeSplitter.exe m "TestFolder" "*.txt" "*.eng"
(Idea came from DeathloopTextTool, created by Amr Shaheen, thanks!)
- 70 Downloads
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Tools for Battlefield 6. Currently supports dumping the game, export models/maps.
Usage is similar to previous tools for frostbite engine.
toc_bf6.exe - dump tool
Change .ini file parameters:
- game path
- dump path
- selection to dump "ebx", "res", "chunks" or "all"
Then drop any .toc file onto .exe to dump assets. Or run from command line with 1 parameter - toc file name.
Fb_bf6_mesh.exe - model tool
Takes .MeshSet as parameter.
ske_soldier_3p.ebx - main universal skeleton for soldiers. Must be in the same folder. If you need another skeleton, use its name as 2nd parameter. Or rename it to ske_soldier_3p.ebx.
Tool will try to find chunks automatically. If not, it gives error message with chunk name.
Map export
1. Create database
Run fb_maps_bf6_db.exe tool once, it will scan whole dump for meshsets and blueprints, so later maps can be converted fast, without the need to go into whole tree of assets. This will take a few minutes. After that, 2 files will be created: bp.db & meshnames.txt, which need to stay in the same folder with EXE for main tool to work.
2. Export maps
Use fb_maps_bf6.exe (main map tool) to convert maps. Drop any EBX on it, use in command line with 1 parameter, or create a batch.
3. Terrain export
Main terrain data is in .TerrainStreamingTree files for each level. For some levels, these files are small, which means the actual data is in chunks. Sometimes data is in the file itself, in this case it may be big, about 50mb in size.
Drop .TerrainStreamingTree on fb_terrain_bf6.exe or use command line.
- 918 Downloads
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Tool can now export only skeletal models & textures.
Works similar to previous tsushima tool, but there are some important differences. Main hero model has too many optional parts (outfits/armors) so i decided to make an optional filter to only output selected parts. Same for NPCs, enemies etc.
All models in the game (at least from what i know) are described in XPPS files. Those with names starting from core_common_subcore...
There are 12 such files for enemies/npcs/animals etc, and a separate hero.xpps file for main hero.
Usage:
1. change path in .ini file
2. drag XPPS file with models onto yotei.exe (or run it from cmd)
this will make a list of all skeletal meshes in that file
3. copy new created .txt file and name it filter.txt
then edit it (if needed) - delete some lines, so it only has the part you need
4. repeat step 2
this will now export models and material lists
Texture export:
run the tool from command line:
yotei.exe tex This will export ALL textures. If you only need some, remove unwanted textures from cache_ps5\bitmaps folder
Important notes:
- some meshes (mostly heads) have double skins (two sets of weights/bone indices), which require to setup 2 skeleton modifiers to work properly. This feature will be described later in more details;
- some meshes are borrowed from other xpps files, this is not yet supported;
- alternate materials not yet supported.
Double-skinned meshes:
Those will be exported to ascii file with double count of bones in the skeleton, first starting with "b_" and second starting with "bx_". In this state, merged skeleton will work incorrecty, its only done this way to make 2 sets of vertex groups, one for each skin (armature modifier). For example, human heads have 2 skins: facial and body. Another example is seagull, using one for wing deformations, and another one for main body.
To make it work, delete main skeleton, import one or both separate skeletons (named as _skb.ascii & _skx.ascii) and apply them to the same mesh. Note that modifiers must be applied to work sequentially, not mixed. This way you can first apply facial impressions, and then move main body bones of a model. Checked to work in blender. If its too complicated, just apply only one skeleton whenever you need facial or body modifier.
- 34 Downloads
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A tool that extracts the SCEE London Studios PS3 PACKAGE (.PKF, .PKD, .PAK, .PKG, .THEMES) files. It supports all of its known variants - plain, compressed, encrypted, 32/64-bit.
Compiled for 64-bit Windows, Linux, and macOS (x86+ARM). Usage is simple:
scee_london "/path/to/pack.pkd" [options] Options are as follows. DRM Key refers to your PS3's unique OpenPSID for decrypting SingStore DLC.
-o | --output <str> "/path/to/out_dir" -k | --drmkey <str> "0123456789ABCDEF FEDCBA9876543210" -d | --dump Only decrypt or encrypt PACKAGE file Alternatively, on Windows it's also possible to just drag and drop the PACKAGE file onto the executable.
- 218 Downloads
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Work in progress, version 0.2
For instructions and support join reshax discord: https://reshax.com/topic/138-reshax-discord-server
Its features/usage are same as Horizon Forbidden West tool. Currently, we must be able to replace any mesh and texture in the game. Also can mod anything else (any asset or property) if you know where it is, and its not breaking existing asset layout.
- 169 Downloads
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Tools to decrypt any file from Idolmaster Platinum stars / Stella stage games
Usage:
1. decrypt header with twister.exe
example:
twister.exe chr_face_mik.jxk This will create a new file with additional .dec extension, in this example: chr_face_mik.jxk.dec
2. decrypt and unpack file body with IdolMasterDec.exe
example:
IdolMasterDec.exe chr_face_mik.jxk.dec This will overwrite original chr_face_mik.jxk file with fully decrypted and unpacked file.
You can use both tools with batch to decrypt all game files at once.
- 23 Downloads
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Font and Divine Divinity tools: https://www.artembutusov.com/sormy.nm.ru/dd-lk.htm
- 15 Downloads
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Tool for World of Final Fantasy animations. Supposedly can export any animation to .smd format.
Usage:
woff_anim <mpk> <mdl> .MPK is animation pack
.MDL is model (needed for bone names)
Also including bms script for archives and 3ds script for models made in 2017/2018 by Random T Bush
- 19 Downloads
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An addon for Blender 5.0.0 to import and export the .msh, .bn (.bbx goes together) and .ani files for RF Online. The entity (R3E) and map (BSP) formats are import only. Import operations work with drag and drop.
There is code for exporting the BSP format inside the addon code but it is deactivated due to being incomplete. It only reaches so far as actually exporting walkable map geometry (with the BSP structure also built) and baking+exporting the light maps. Unfortunately, Blender proved to not be very suitable for the task of actually being a complete map editor for RF Online, mostly due to complexity issues with the .SPT particle format and other desirable features that would be hard to implement into it, such as mob spawn areas and portals. The R3M materials are also quite hard to simulate, since the original engine rendered the same mesh multiple times for each texture layer they had.
It is possible to reactivate the feature by manually uncommenting the three commented lines in the bsp.py's menu_func_export, register and unregister functions. Expect no support for this feature, as the more proper solution would be writing a proper dedicated software.
Current Features:
MSH (Mesh) Import: Imports .msh static meshes (Standard and MESH08 formats). Automatically attempts to find and assign textures by looking for DDS files referenced in the mesh or by searching .RFS archives in expected relative paths (../Tex/).
MSH (Mesh) Export: Exports selected Blender mesh(es) to .msh format (Standard or MESH08). Handles vertex data, UVs, weights, and bone assignments. The export ignores any collection with the name "bone shapes". Objects can have multiple materials in Blender, but only the first texture connected to the Base Color input of the BSDF Principled shader node will get its path exported.
BN (Skeleton) Import: Imports .bn skeleton files. Reads bone hierarchy and rest poses. Automatically looks for the corresponding .bbx file (must be same name, same folder) to get the proper skeleton name. Creates Blender Armature objects. Also imports custom bone shape geometry if defined in the BN file and creates mesh objects for them, assigning them as custom shapes in Blender.
BN (Skeleton) Export: Exports a selected Blender Armature to .bn format. Calculates and exports the corresponding .bbx file with skeleton name and bounding box. Exports custom bone shape geometry if assigned.
ANI (Animation) Import: Imports .ani animation files. Applies animations to compatible Armatures and/or Objects based on names found in the ANI file. Creates Blender Actions. Option to target selected objects or objects within a collection matching the ANI's base name.
ANI (Animation) Export: Exports Blender Actions to .ani format. Bakes complex animations (constraints, drivers, NLA) before export. This option currently exports ALL actions in the scene at once. Exported animations get their names from the action names inside Blender. One .ANI file is created for each action.
BSP (Map) Import: Imports .bsp map geometry. Reads associated .r3m (materials), .r3t (textures), and .ebp (entities, collision) files (must be same base name, same folder). Locates entity assets by parsing .rpk archives found in ../Entity/ relative to the BSP's directory. Instantiates map geometry, materials (replicating many R3M effects), and R3E entities. Includes an option to import and display LDR lightmaps from Lgt.r3t files. There is also an option for creating a visualization of the actual BSP structure of the map by creating boxes with the nodes' dimensions and leaves with the appropriate geometry, however this will most certainly make the Blender scene run very slow (this option is not necessary to see the actual map at all if that's what you want).
R3E (Entity) Import: Imports .r3e files together with their associated .r3m and .r3t files. Also imports animations, if present.
Installation:
Download the repository as a .zip file. Or simply download the embed file here.
In Blender, go to Edit > Preferences > Add-ons.
Click Install... and select the downloaded .zip file.
Enable the "RF Online importer/exporter" addon by checking the box next to it.
Dependencies (only necessary if you want to manually try the BSP export option)
DDS Export (.bsp): Exporting BSPs requires ImageMagick to be installed and accessible in your system's PATH. The addon uses it to convert textures to DDS format.
Download from: https://imagemagick.org/script/download.php
Important: During installation, ensure you check the option to "Install legacy utilities (e.g., convert)" as the addon uses the magick convert command.
How to Use:
Import: Find the RF Online importers under File > Import > ... (MSH, BN Skeleton, ANI, BSP, R3E).
Export: Find the RF Online exporters under File > Export > ... (MSH, BN Skeleton, ANI).
Operator Options: Each operator has options. Pay attention to options like:
MSH Export: Mesh Format to Export (Standard/MESH08), Collection Type to Export.
ANI Import: Apply to Selected Objects, Ignore Not Found Objects.
ANI Export: Action(s) to Export.
BN Export: Export only selected.
Debug options are available for troubleshooting. If turned on, open Blender's console to see the messages.
Expected File Structure & Naming Conventions
The addon relies on specific file names and relative folder locations to find associated assets:
BSP Import (map.bsp):
Needs map.r3m, map.r3t, mapLgt.r3t (optional), map.ebp in the same folder.
Needs entity RPK archives (e.g., entity.rpk, monster.rpk) located in ../Entity/ relative to the map.bsp folder. The addon parses these RPKs to find the .r3e, .r3m, .r3t, etc., files for map entities.
MSH Import (mesh.msh):
Will look for texture paths defined within the MSH.
If not found directly, it attempts to find textures in .rfs archives located in ../Tex/ relative to the .msh file's folder.
BN Import (skeleton.bn):
Needs skeleton.bbx in the same folder to read the proper skeleton name and overall bounding box.
Export Naming:MSH Export:
Selected Objects: Uses the filename you provide in the export dialog (e.g., my_export.msh).
Active Collection / All Collections: Uses the collection name as the base filename in the selected directory (e.g., exporting a collection named "Props" to D:/Exports/ results in D:/Exports/Props.msh). Any collection named "bone shapes" is ignored and not exported when present. This is done to prevent the exportation of bone shapes as new .msh files.
BN Export:
Similar to MSH Export (uses selected armature name or collection name). Writes both .bn and .bbx files (e.g., skeleton.bn, skeleton.bbx).
ANI Export:
Uses the Blender Action name as the filename in the selected directory (e.g., an action named "Walk_Cycle" exports as Walk_Cycle.ani).
Current Limitations / Disclaimer:
BSP Export is DISABLED: While the addon includes the code for that, the operator to export a full .bsp map (including geometry, materials, entities, and baked lightmaps) is currently disabled in this release. BSP export is extremely complex, and this feature is incomplete.
Performance: Importing very large maps or exporting complex scenes may take time due to Python processing. You can see the importing progress if you've opened Blender's console before importing a map.
R3M Effects: While many material effects are replicated using shader nodes, perfect 1:1 visual parity with the original D3D8 fixed-function pipeline can be challenging.
MSH exporter does not export effects currently.
Download Link: https://github.com/Cardboard-box-a/cbb-rf-online-addon (download the repo as a zip), or the file embed here.
Bug Reports/Suggestions: [The github's Issue page might be more suitable for keeping tracking of possible issues]
Overall the import part of the addon expects that you are using it to import files from a real game client, with the original folder structure. Meshes, for example, can be imported without their associated textures if the original folder structure is not present.
The .MSH exporter splits meshes that have more than 65k vertices automatically which has been tested by the .msh importer itself, but actual experience in the game is welcome to be known. Different materials in an object will also trigger a split.
Uploaded in this post itself is a zip containing ImHex patterns for some of the file formats I've worked on.
Hopefully this addon will prove useful for creating custom content for such an old game, or at least to satisfy the curiosity of what the game looks like behind the curtains.
Patterns.zip
- 35 Downloads
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This tool is a dedicated utility designed for modifying Konami games on the PlayStation 1 (PSX). It specifically manages .FAD files, which are proprietary archives used by Konami to store game data.
Key Features:
Unpacker: It allows you to extract the contents of .FAD archives, giving access to internal game assets such as textures, models, and audio.
Repacker: It enables you to rebuild valid .FAD files from extracted folders. This is crucial for inserting modified files back into the game ISO.
Compatibility: The tool supports a variety of Konami titles on the PS1 that utilize this specific file structure.
FadTool-Konami 1.01.zip- 12 Downloads
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Collection of Python CLI utilities for extracting, inspecting, and rebuilding Shadow of Mordor asset formats.
- 70 Downloads
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- 24 Downloads
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There are files to be extracted from the ZIP files inside the folders in the Scenes directory of the game.
-LOC: Contains subtitles, briefing texts, etc.
-TEX: Contains textures and fonts.
Use the texeditor39beta3 tool for TEX files.
Use the loctool11beta tool to open LOC files. However, for the following files only, use the Hitman2Loc-edited tool:
C0-2__MAIN
C2-2_Briefing
C2-2__MAIN
C2-3_Briefing
C2-3__MAIN
C2-4_Briefing
C2-4_CUT_Hitman_CheckSuitcase
C2-4__MAIN
C4-2__MAIN
C4-3_Briefing
C4-3__MAIN
C5-2_Briefing
C5-2__MAIN
C5-3_Briefing
C5-3__MAIN
- 111 Downloads
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Syberia Remastered Localization Tool (2025)
* Syberia Remastered Localization Tool.py
Required:
Python. When installing, make sure to check “Add python.exe to PATH.”
Usage:
* Copy the LocalizationModule file into the same folder as the .py file.
* Run the .py file (double-click it).
* In the window that opens, select the language you want to edit.
* Export the text into a .tsv file.
* Add your translation in the Translation column.
* Run the .py file again and import your translation back in.
* The new file will be created with the NEW_ suffix.
Tested with latest steam Build (20969727)
FEARka
- 31 Downloads
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Broken Sword - Shadow of the Templars (1996)
* bs1_1996_clu_export.py
* bs1_1996_clu_import_and_patch.py
Required:
Python. When installing, make sure to check “Add python.exe to PATH.”
Usage:
* Copy the swordres.rif and text.clu files into the same folder as the .py files.
* Run bs1_1996_clu_export.py: this will extract the texts into Text_exported.txt.
* Translate it, then rename the finished file to Text_translated.txt.
* Run bs1_1996_clu_import_and_patch.py: this will insert the translated texts back into text.clu and modify swordres.rif.
* The new files will be created with the _new suffix.
Tested with GoG (2.0.0.8) and Steam Reforged Free DLC
FEARka
- 28 Downloads
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- 16 Downloads
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// Gorky 17 Modding tools GUI
.:: Introduction ::.
Gorky 17 Modding Tools is a powerful utility that lets you extract and build .kdt and .dta archives. It supports both single-file (selected file) and full archive extraction. In addition, the program includes an SPR-to-image converter, file list generator, script reader, image inspector, and many other useful features!
.:: Knowing issues ::.
There's an unknown issue with the .spr files. They can be read, displayed, and converted to any image format, but I assume there’s a problem with the RLE compression. The investigation is in progress, and this issue will be fixed in the next update.
.:: OS Support ::.
Built and tested on Windows 11 64 bit. The native linux version of the tool will be released soon.
.:: Special thanks to ::.
Krisztian Kispeti,
Lead Dev: K's Interactive.
- 17 Downloads
Updated