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9 points
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6 points
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5 points
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Tool released. Its an early version (as usual), but already makes very good results.5 points
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Yes, but it's still in progress, not ready to upload it yet while I iron out a few issues.4 points
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Here's an initial Noesis script for the TMD2 mesh files. I've probably made some assumptions with the format, so I don't know if it'll work for other tmd2 files that I don't have samples for. It doesn't load the textures/materials as yet, mainly because I'm not 100% sure on how they're referenced, but it will do vertex colours and the bones should also work. bleach_rebirth_tmd2.zip4 points
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Yeah, original scripts don't seem to account for all of the different vertex formats, so a lot of meshes won't work. I can get the skeleton working by doing some manual extracting of the data. I'm not sure if the original script author(s) will update theirs. If not, I may do an updated one at some point.4 points
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Version 1.0.1
143 downloads
Final Fantasy VII Rebirth tool Exports static and skeletal characters, maps (including nanites). In addition to all DLLs provided here, it requires global.ucas file from the game, it must be in the same folder as .EXE. Usage is similar to previous FF7remake tool. See below. Main difference is that nanite maps (using nanites) are exported in DMF format (download blender plugin for it here). Tool usage: You can use the tool to convert individual assets, or all assets in a folder. 1. To convert one asset, drop asset file onto the tool, or run the tool from command line with asset filename as parameter. If asset file contains a texture, it will create "texture.db" file with information for later use in map extraction. If asset file contains static or skeletal mesh, in will be exported to ASCII. Raw data will also be saved in "staticmesh.raw" & "skeletalmesh.raw" folders for later use in map extraction. If asset file contains a material, it will export material info in a text file, and create "material.db" file with information for later use in map extraction. If "material.db" file already exists next to the tool, it will be updated with newly found materials. If asset file contains a blueprint, it will create "blueprint.db" file with information for later use in map extraction. If "blueprint.db" file already exists next to the tool, it will be updated with newly found blueprints. 2. To convert all assets in a folder, place the tool in that folder and run it. Tool will search that folder and all subfolders for .uasset files and try converting them all. When prompted "are you sure?" you can press "enter" to confirm or Ctrl-C to cancel. 3. To convert maps, drop .umap file onto the tool, or run the tool from command line with umap filename as parameter. Current version will extract static meshes, skeletal meshes, blueprint-generated meshes and nanite "terrain streams" from a map. For map extraction to work, "staticmesh.raw" and "skeletalmesh.raw" folders with previously extracted data must be in the same folder with the tool. If some models will be missing, tool will give messages. If "blueprint.db" file will be next to the tool, it will try and place all models mentioned in blueprints on the map. There's no proper blueprint support, so some models may be placed incorrectly. If "texture.db" file will be next to the tool, it will be used to assign proper material names to nanite parts of a map instead of hashes.4 points -
Another update. Should load almost everything now. Since the last updated, I've integrated reading of the textures and created the materials for each submesh, so they should display correctly. No need to decompress any files first, just load a tmd2 file and it will load the matching texture file. There are issues with some hair meshes - some of them don't seem to have proper textures, maybe they're handled differently, not sure. There are still some texture types that I'm not sure about - they could be specular, metallic, or whatever. As always, it's still a work in progress. bleach_rebirth_tmd2.zip3 points
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3 points
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You can use this Noesis script to get the textures from the LDS files. Not sure how the textures are integrated into the materials to allocate to individual submeshes. rebirth_lds.zip3 points
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tm2 and lds its zlib lds after unpack (dds texture) tm2 after unpack (3d model) structure: 8 bytes magic(PZZEtmd2) uint decSize uint zero uint ofsData uint zero bytes* comData EDIT: i made qbms script BLEACH_TM2_LDS.bms3 points
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Did you tried Store RwShapeIndex Values in a List? Somenthing like that? bs.seek(RwShapeIndexTableOffset, NOESEEK_ABS) rw_shape_indices = [] # Create a list to store RwShapeIndex values for i in range(0, RwVertexInfoCount): RwUnknown_0 = bs.readUShort() RwUnknown_1 = bs.readUShort() rw_shape_indices.append(bs.readUShort()) # Append to the list bs.seek(RwVertexInfoOffset, NOESEEK_ABS) for j in range(0, RwVertexInfoCount): Underline = "_" RwShapeInc = j RwShapeIndex = rw_shape_indices[j] #get the value from the list using the j index. RwShapeIdxNum = "{:04d}".format(RwShapeIndex) RwShapeIndexTmp = str(RwShapeIdxNum) print(RwShapeIndexTmp)3 points
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So I've been following this thread from today, seeing all the progress as it comes. My main aim from the beginning was to find Tier's files and edit her to the authentic look. I've been able to find an alternate, albeit possibly outdated now, method of revealing the full 3d models for the files in Noesis. The python plugin is a slight change to DKDave's code that I found earlier in the thread (same file name). It forcibly commits all triangle data to a single mesh, essentially forcing all vertices and submeshes to appear. Maybe someone can benefit from this potential checkpoint? Can't wait to see what modding brings for this amazing game. I'll continue trying to fiddle with the textures tomorrow! Biggest thanks to DKDave again, doing the Soul King's good work. bleach_rebirth_tmd2.py2 points
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Just a small update to add a few more mesh types from the additional samples provided. bleach_rebirth_tmd2.zip2 points
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I'm going to do tools for it, and release it here on reshax. I plan to support characters and maps, like it was before with FF7 remake.2 points
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2 points
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Is there a specific file you're having trouble with inside that archive? These appear quite similar. e.g. 0000000000000000_unpack.seg is uncompressed 8-bpp indexed pixels 512x1024 starting at 1600h and a palette at 200h. (you'll have to tell me if the red and blue channels are reversed, since you've played the game)2 points
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Hi everyone, We're excited to announce a small yet important update regarding user groups on our board. This change is the first in a series of improvements planned for the very near future. Please find below the updated and detailed descriptions for each user group: Administrators Moderators Donators Engineers Supporter Members Guests Banned Thank you all for your attention, and we appreciate your ongoing support and contributions to the board. Stay tuned for more exciting updates! Best regards, The Administration Team2 points
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.bsp, lots of small point clouds (11 to 20 vertices, one with 50). Someone with patience required to collect them. The search pattern is xx00000101xy, 5 times in a row, where xx is 00 to 05 and xy a wildcard byte. The vertex blocks start 48 bytes (+/- 1 or so) after the start of the pattern. (Imho most blocks don't look as if they represented meshes, btw.) One vertex (?) block from the end of the file, double vertices included:2 points
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I've just released a new version of ImageHeat https://github.com/bartlomiejduda/ImageHeat/releases/tag/v0.14.2 Changelog: - Added changing canvas color feature. Three colors are available: Gray (default), black and white - Added config file feature. Now program's settings are stored in "config.ini" file - Added translation feature. Two initial languages are supported for this release: English (default) and Polish - Rewritten logic for indexed formats. Now there is an additional combobox where palette format can be selected - Added support for Nintendo Switch swizzling - Added support for PAL_I8A8 format - Added tooltip for longer filenames in Info Box - Fixed bug with mixed shortcuts when using CTRL or SHIFT - Removed support for some rare pixel formats (e.g. RGB121) - Added support for showing palette file name in GUI - Added shortcuts (N/M) for changing palette format - Removed rawutil dependency completely2 points
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Tool Collection: https://www.reddit.com/r/FFXV/wiki/modresources/ ffxvScout (earc export and import): https://sayhijon.wordpress.com/ffxvscout-3/ Cindy, Text Editor (localization tool): http://www.balamb.pl/down/Cindy_FFXV_Text_Editor_v1.1.zip2 points
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2 points
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Version 1.0.0
328 downloads
Tool for FFXVI (Final Fantasy 16) models. So far it must support all (or almost all) models from "chara" folder. Static map parts may also work. Did not test much of the others. Requires 1 or 2 parameters. Usage: FF16.exe <mdl> <pac> 2nd parameter is needed for skeletons. If you don't provide .PAC file, model will be exported as static mesh. The PAC file for character group is in its corresponding "pack" folder.2 points -
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If you hex the exe, you can find 5 of the upcoming DLC characters. There's some other stuff in there but this isn't the place for me to post it I suppose. It's all on my X page1 point
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Dear Reshax community, We’re grateful to have you as part of the Reshax family, and we hope you’ve found value in the discussions and resources our forum provides. As you may be aware, maintaining an active online community comes with costs—particularly for hosting and the necessary licenses to keep the forum running smoothly and securely. For almost a year, we’ve been covering these expenses ourselves to ensure the forum remains accessible to all. However, as the community continues to grow, so do the associated costs. We need your support to help cover the expenses for hosting services and licensing fees, which are essential for keeping the forum operational and maintaining its quality. Any contribution, no matter how small, will go directly towards these costs, allowing us to continue providing a reliable and engaging platform for everyone. Your support will help us ensure that the forum remains a place for learning, sharing, and connecting without disruption. We understand that not everyone is in a position to contribute, but if you are able to help, it would be greatly appreciated and would make a significant difference in keeping Reshax running strong. Thank you for being a part of our community and for considering supporting us. Together, we can sustain Reshax as a valuable resource for all. DONATION : https://reshax.com/clients/donations/1-license-and-hosting-cost/ Your Reshax team forever :)1 point
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While I have no clue what's going on exactly with this, it still impresses me all the same.1 point
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That did comfirm which version of Granny was used. Granny Standard Exporter, SDK version 2.7.0.25 I can now look for the proper format of the header. I should have the Magic numbers I need. And I don't do Discord.1 point
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Not sure if this will help you (because your demands seems unresonable to me), but I've rewritten the hashing code in Python. You can use it if you want: https://github.com/bartlomiejduda/ReverseBox/blob/main/reversebox/hash/hash_pivotal_games_dat.py1 point
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no, you are right, using dllexp confirms there is no DLLRegisterServer() inside them it uses FNV Hash with tables byte_118AB50 and byte_118AC50 for lowercase and uppercase Yes, exactly, one of the programs we use to extract the .package files (inside it are the files we are working on and that Testing.exe is capable of extracting) SMFX tool uses this table method to extract the file names correctly, but in this case it seems not to be an FNV Hash that is normally used since this type of key data has similar values (in the case of this file they start with 762...), I created a table to make it easier to understand, opening any noun it is also possible to see that these strings and also some SharedComponentData data are together in sequence. I converted the same HashFunction logic to a simple python script and tried to use it for these types of offsets/pointers but I couldn't get the same values (offsets or pointers) mentioned in the files, it works for names and other values, I tested it with the SMFX tool own table which has real filenames and their hashes dataTableNounPointers.zip fnv-hash-calc.py NounFileUsedForExamplesAndPatternFileForIMHEX.zip1 point
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There are no public tools. Translation groups have built their own tools.1 point
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Now I'm trying a new game that might be easier than this game. I think this game requires more experience. I will learn more as time goes on. thank you for your help.1 point
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Aqua Toolset converts assets for both versions of the game. https://github.com/Shadowth117/Aqua-Toolset/releases1 point
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Made by swuforce and edited by zxsoszx. fix_Blacksad_texttool.rar1 point
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Version 0.4.2
1,333 downloads
Custom model import tool v0.4 beta + model export (from .model to .ascii) Usage: spiderman_2_pc_mi_04.exe <model> <ascii> <materials> You can use models previously converted form the game: export .model file with ModdingTool, then pass it to spiderman_2_pc_model.exe This will output a model in .ascii format, and materials.txt. Note that due to new LODs/lookgroups layout, export tool now exports ALL meshes with all LODs. You may want to delete lower LODs before importing back to game.1 point -
FORUM RULES General Rules: In general, please bear in mind the following regulations that pertain to most commercial games (the "Application"), and which it NOT allowed on our forum: Prohibited Actions: Users are not allowed to engage in activities related to cheats, automation software, bots, hacks, mods, or any unauthorized third-party software in connection with the application. Commercial Use: Users cannot use, reproduce, or distribute the Application for commercial purposes. Actions Leading to Violation: Users should not provoke or encourage actions that violate the Application's terms of use and the User Agreement. Additional Rules: No Sharing of Illegal Content: Publicly sharing illegal content is prohibited, and consequences may be enforced. No Warez Discussion: The forum does not support discussions related to cracks, hacks, or illegal activities. Respect Others: Users are expected to treat others with respect and not engage in harmful behavior. No Unauthorized File Uploads: Users should not upload files that belong to others. Politeness: Users are encouraged to be polite and respectful to others. No Adult Content: Posting explicit content is not allowed. Seek Help Politely: When seeking assistance, users should post in the appropriate forums and ask nicely, but rule search first and then ask later is apply. Show Gratitude: If you receive help from someone, it's considered polite to thank them. Avoid Contacting Senior Members: Users are discouraged from contacting senior members via PM for help. English language is a requirement for communication on the forum to ensure better understanding among users from different countries. Use of other languages is not allowed on the forums! Do not share any commercial game assets and do not ask others for sharing game assets. Ask for help with ripping instead. Don't reply to threads here asking for help, by telling the person to join the Discord (or any other website/service) for a tool or script or whatever; instead post a publicly-accessible link or a copy of the script, or directly include the relevant tool as an attachment to your post, but preferably use our Downloads system instead. Before you create a topic in the forums Game Modding, please ensure you name it correctly! For example, [PC] GameName or at least Name of the STUDIO could also work. No generic names are allowed. All topics not following these rules will be removed. If you receive assistance from members here or on the Discord server, please reciprocate by sharing tools and knowledge in the designated section and ensure that you mark the topic as SOLVED. Before you post something use SEARCH first!! Don't sell any mods if you used the Reshax forum to get the tools to make them. This will lead to an instant ban, no questions asked. The rules state that non-compliance with these regulations can lead to instant banning or account deletion. Users are advised to adhere to the rules to avoid consequences.1 point
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Rules updated... Added very important rule 16. Be very carefull withing this rule. There will be no excuse for anyone..!1 point
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Version 2.1
1,301 downloads
Texture Finder is a tool made by IceBerg to find texture files. You use the tool by loading in an unknown image file format and then use the pixel formats, with pallete, quad formats along with offsets in the program to finalize the image and converting it into .bmp when exporting. Sadly no further documentation is included with the program thus far.1 point -
yes you did the right thing. everything should work. I made a short video1 point
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Hi Guys, As per zenhax and xentax is dead, and now this site it will be our new home, i will provide my github with various tools and quick bms scripts that i made over years. BMS SCRIPTS TOOLS C/C++/C#, PYTHON Best Regards.1 point
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