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Showing content with the highest reputation since 09/18/2025 in all areas

  1. I Finally got materials and textures to load dynamically, so far only works on Conker will have to work in some tweaks to support other models
    5 points
  2. Those BSTEX files are just containers for PS Vita GXT image files. Here's a file format https://rewiki.miraheze.org/wiki/GXT_Image If you remove manually 32 bytes from BSTEX file in hex editor and change file extension from BSTEX to GXT, you will be able to open them in Scarlet. Unfortunately PVRTII4BPP is not supported by Scarlet, so you will be able to convert only BC/DXT textures this way. While doing research on your samples, I discovered that ImageHeat had a bug while unswizzling 4bpp PS Vita textures. I fixed this bug in v0.26.3, so you can use this version (or newer) to properly view PVRTII4BPP textures:
    3 points
  3. N64 logo and Rareware logo work aswell, forgot to test them
    3 points
  4. I got meshes with multiple materials to properly import their materials, aswell as finally implementing vertex normals for example Neo Conker has two materials for his body mesh, the hands and jacket, originally it was only importing the jacket texture for the full mesh
    3 points
  5. I looked at file HAT_1_10001. That one has 16 tiles. The palette is at 0x1a0 in RGBA32 format, and the 8-bit image data starts at 0x5a0 (PS2 swizzled). Each tile is 128 x 64, and the image is made up of 2 x 8 tiles as follows - an example of the individual tiles, only the first 8 in order:
    2 points
  6. As above, the first two values are dec size and comp size. It seems to use "BPE" compression in QuickBMS. Then I can get something like this, not sure if it's 100% exact:
    2 points
  7. Thank you both for all of your help! ( ◠‿◠ )
    2 points
  8. 2 points
  9. So I was wrong, Conker's Eyes don't rely on a shader to make them look correct, the eyes have 3 UV channels for the Pupil, Highlight, and the Eye Lids. I just recently implemented the Multi UV Channel support
    2 points
  10. It's a program for viewing/editing data from binary files. Some example hex editors are "Hex Workshop", "HxD", "010 Editor" etc. Sorry, but sharing raw game assets is against forum rules (rule 11) https://reshax.com/topic/5-site-rules/ You can't. It was not released yet. But you can build it from the source. There is instruction in readme file on github. Or just wait until new version release.
    2 points
  11. i found a bunch of information here
    2 points
  12. UPDATE: I finally managed to fix the holes!!! What was the solution? Clone the mesh-reading code and change it to make it read the meshes under the "00 C0 2D 30" headers, change the "elif change_pad" byte from 12 to 11 (0B instead of 0C), and change the triangle output of the cloned code from noesis.RPGEO_TRIANGLE_STRIP to noesis.RPGEO_TRIANGLE. So the models seem to use a mix of tristrip triangles for most of the mesh, and regular triangles for the holes, and now the end result looks great! I was also able to fully restore one of these models used for this demonstration in Blender!
    2 points
  13. I made a maxscript for this game a couple of years ago. If memory serves everything works. https://github.com/sleepyzay/Maxscript-Projects/tree/main/Fable 2
    2 points
  14. You sure it's LZMA? I noticed that mip map with comp flag 11 are compressed. Mip map with comp flag 7 are uncompressed. Also about compressed files. I think they are chunked bcs i see some data which it doesn't look compressed. Size is 448 bytes.
    2 points
  15. No, i dont use bt Tool posted:
    2 points
  16. Here's a link to hex2obj and some explanation. After inserting suiting parameters for a model into the app you'll get the obj file by File\SaveAs mesh.
    2 points
  17. Version 1.1

    297 downloads

    Tools for Battlefield 6 beta. 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.
    2 points
  18. 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
  19. There might be a way to find the password using Cheat Engine. Install Cheat Engine, load the game and open the games process. Click on Memory View, go to Search, Find memory and search for this text - jPGbPK6KENwG9ey If found, the password should be very close to this, 44 char long - M2Q6Dj6a*7NxX|gYHe8UH8o9]3CWDjPGbPK6KENwG9ey
    1 point
  20. The fonts are the last issue, i dont know where the character map for japanese and english is, i can redo all the pointers to support my text but i assume the charmap is in the fonts correct? that is my latest issue currently. I will link a folder with the decompiled and deswizzled files, although about half have no tile info or are swizzled with a different format, I will also link the decompiled file base as well. for example, most of the character and backround assets use the same texture format, but i dont know what tools or things to use for finding the fonts for the game, i just need the character map so i can remap all the characters to english. Here is the decompiled vers (images + files) : https://www.mediafire.com/file/8i7852px88k3ztv/extract1.zip/file and here is the compiled vers: (files + bms + decompile script): https://www.mediafire.com/file/ycglpfcr47vq6tq/iop.zip/file i have a working reswizzler if needed and i will just attach the tools below. I also need some help with the smaller images as the buttons have to be redone by a pixel guy i know and they are in smaller file formats / not being processed, also some of the title images and other miscellaneous images have different file and palette offsets that need to be found so that i can fully translate everything. Thank you! deswizzlenew.py reswizzlenew.py
    1 point
  21. Good Have you investigated the font for this game? Is it perhaps located within a specific NKT file? Several KONAMI games use this development toolset. Besides NANA, this includes: Gantz: The Game Cy Girls Mahoromatic The file formats are all identical. If I can figure out the textures and fonts, perhaps I could also try to translate this game into my language in the future.
    1 point
  22. This is a screenshot with the settings I used. You can see each tile is 128 x 64 - I've just put the height as 512 so you can see multiple tiles. They just need to be arranged correctly. I've looked at the header, but can't make much sense of it at the moment. If all the info was known, then a script should be easy enough to put together.
    1 point
  23. I just did it manually using ImageHeat. There's some header data, presumably info for each tile, but it's not 100% clear what all the values mean. So it's not really a proper solution yet for all files that might have different size headers.
    1 point
  24. You can use my latest Fmod Bank Tools - https://www.nexusmods.com/rugbyleaguelive3/mods/2 https://github.com/Wouldubeinta/Fmod-Bank-Tools Just PM me for the bank password.
    1 point
  25. i update my plugin : fmt_DS2_PS3_geo.py *(The uvs file must be located in the same folder as the model, either in the "MeshVolatile" subfolder or next to the model.)
    1 point
  26. pack_00.itk is compressed. The small one doesn't. char Sign[4]; uint32 DataBaseOffset; uint32 ResourceCount; uint32 TotalFileSize; struct { char Name[64]; uint32 CompFlag; uint32 CompressedSize; uint32 Offset; uint32 DecompressedSize; }Table[ResourceCount]; Seems like compression is LZSS0. Here is decompressed image. Here's bms. You can also use it on unpacked itk files. They have same struct. #################################### # Dino Crisis 3 og xbox *.itk dump # #################################### get BaseFileName basename comType lzss0 idstring "ITK1" get DataBaseOffset uint32 get ResourceCount uint32 get TotalFileSize uint32 for i = 0 < ResourceCount getdstring ResourceName 0x40 get CompFlag uint32 get ZSize uint32 get Offset uint32 get Size uint32 string FileName p= "%s/%s" BaseFileName ResourceName if CompFlag == 0 log FileName Offset Size else clog FileName Offset ZSize Size endif next i
    1 point
  27. You could trick around with the values in the first column here: address 0xae50: 27333 15813 2 1 3 10 33574 15813 4 1 5 10 20698 15679 5 1 0 10 20698 15679 3 6 2 10 50909 15763 2 6 7 10 57821 15714 8 9 10 10 41781 15991 10 9 2 10 53722 15917 11 10 12 10 62936 15979 12 10 2 10 45166 15977 12 13 11 10 10238 15846 11 13 14 10 10238 15846 2 12 15 10 58744 15664 15 12 13 10 58744 15664 2 15 9 10 34447 15579 9 15 16 10 34447 15579 17 18 19 10 address 0xaf10: 62859 15561 19 18 20 10 49943 15669 21 22 23 10 (Column 3 to 5 contain the FIs, btw.)
    1 point
  28. The face indices start at 0xae48, in 12 bytes blocks, where the last 6 bytes need to be skipped (so reading 3 FIs per block).
    1 point
  29. I got something but it looks weird.. I read that PS Vita textures are GXT but I don't know much about that format. Here is my result using "Image Heat" I also used ScarletConvert and GXTConvert but those tools don't work with these textures...
    1 point
  30. with help of @DKDave, we got this bmses. to keep header: # For Honor Math OFFSET = 0 Get FILE_END asize For A = 0 If OFFSET = FILE_END Break Endif Goto OFFSET Get TYPE Long Get SIZE Long Get NAME_SIZE Long GetDString FILENAME NAME_SIZE String FILENAME P "%FILENAME%.%TYPE|x%" XMath SIZE2 "NAME_SIZE + SIZE + 12" Log FILENAME OFFSET SIZE2 Math OFFSET + SIZE2 Next A without header: # For Honor # Without header Math OFFSET = 0 Get FILE_END asize For A = 0 If OFFSET = FILE_END Break Endif Goto OFFSET Get TYPE Long Get SIZE Long Get NAME_SIZE Long GetDString FILENAME NAME_SIZE SavePos OFFSET String FILENAME P "%FILENAME%.%TYPE|x%" Log FILENAME OFFSET SIZE Math OFFSET + SIZE Next A and with some tweaks to get extensions: # For Honor - Extractor with extension mapping # Without header Math OFFSET = 0 Get FILE_END asize For A = 0 If OFFSET = FILE_END Break Endif Goto OFFSET Get TYPE Long Get SIZE Long Get NAME_SIZE Long GetDString FILENAME NAME_SIZE SavePos OFFSET # --- Extension mapping table --- If TYPE == 0x24aecb7c String EXT = ".RAWSKEL" ElIf TYPE == 0x415d9568 String EXT = ".RAWMDL" ElIf TYPE == 0xa2b7e917 String EXT = ".RAWDDS" ElIf TYPE == 0x9c2eff4f String EXT = ".RAWBONE" ElIf TYPE == 0x85c817c3 String EXT = ".RAWMTL" ElIf TYPE == 0x989dc6b2 String EXT = ".RAWMTL_I" ElIf TYPE == 0x953ac29c String EXT = ".RAWCLOTH" Else # fallback: use hex as extension String EXT P ".%TYPE|x%" EndIf # ------------------------------- String FILENAME P "%FILENAME%%EXT%" Log FILENAME OFFSET SIZE Math OFFSET + SIZE Next A
    1 point
  31. Sure, here are decompressed CRPs, and here is CRP2DRP which is a very old tool. decompressedcrps.zip crp2drp.zip
    1 point
  32. Interesting, that was a great idea. Congrats!
    1 point
  33. Similar to "d_unit_sdat" and "d_layunittex.bin" how to extract and convert from it to png or jpg? The file format seems to be segs, I do not know how to convert this file d_laybg.zip
    1 point
  34. Here's 010 Template... Not sure about compression. 7Zip can't open tex. //------------------------------------------------ //--- 010 Editor v14.0 Binary Template // // File: // Authors: // Version: // Purpose: // Category: // File Mask: // ID Bytes: // History: //------------------------------------------------ BigEndian();OutputPaneClear(); local uint32 i; uint32 Sign; uint32 RawDataSize; uint32 Unknown_0; uint32 Unknown_1; // maybe mipmap def size uint32 TextureWidth; uint32 TextureHeight; uint32 PixelFormat; uint32 MipMap; uint32 MipMapOffset[MipMap]; for (i=0; i < MipMap; i++) { FSeek(MipMapOffset[i]); struct { uint32 CompFlag; uint32 DataOffset; uint32 DataSize; uint32 Unknown_3; uint32 Unknown_4; uint32 Unknown_5; uint32 Unknown_6; uint32 Unknown_7; uint32 Unknown_8; uint32 Unknown_9; uint32 Unknown_10; uint32 Unknown_11; if (CompFlag == 7) { ubyte MipMapData[DataSize]; } else { uint16 MipWidth; uint16 MipHeight; ubyte UnkData[440]; ubyte MipMapData[DataSize-448]; } }MipMapDef; }
    1 point
  35. There is a fork here up to version 4.5! https://github.com/Valerie-Bosco/XNALara-io-Tools
    1 point
  36. I use AssetStudioMod and seemed to be able to export texture's fine apart from a few. Font's, Audio Clips and Sprites work too! https://github.com/aelurum/AssetStudio
    1 point
  37. john zero plugin, but it only works for blender 3.6 or below. There is some version for new blender, but i dont remember who forked it
    1 point
  38. They are 3 x (4 bytes unsigned longs).
    1 point
  39. Please use this updated script to repackage the data file. If you have any questions, please let me know so that other capable people or you can continue to process these .pxc files yourself # Update the decompression of pxc file(script 0.2) get FILE_SIZE asize xmath TOC_PTR "FILE_SIZE - 8" goto TOC_PTR get TOC_OFFSET long goto TOC_OFFSET get FILE_COUNT long for i = 0 < FILE_COUNT get OFFSET long get SIZE long get COMP_FLAG byte get NAME_LEN short getdstring NAME NAME_LEN get UNK long savepos TOC_ENTRY_POS if COMP_FLAG == 0 goto OFFSET getdstring MAGIC 4 if MAGIC == "PxZP" comtype zlib get UNCOMP_SIZE long get COMP_SIZE long savepos DATA_START clog NAME DATA_START COMP_SIZE UNCOMP_SIZE else log NAME OFFSET SIZE endif else goto OFFSET get MAGIC long get UNCOMP_SIZE long get COMP_SIZE long savepos COMP_START clog NAME COMP_START COMP_SIZE UNCOMP_SIZE endif goto TOC_ENTRY_POS next i pxc.zip
    1 point
  40. public static Byte[] iDecrypt(Byte[] lpBuffer) { Byte bTemp = lpBuffer[lpBuffer.Length - 1]; for (Int32 i = 0; i < lpBuffer.Length; i++) { bTemp = (Byte)(lpBuffer[i] ^ (87 * i + 85)); lpBuffer[i] = (Byte)(bTemp ^ 0xAA); } return lpBuffer; } Just drag and drop those dat files🙂 IKV.DatDecryptor.zip
    1 point
  41. Version 1.5.0

    22 downloads

    With this tool, you will be able to decompress and compress, unpack and pack the .bin files related to the game's texts and maybe graphics.
    1 point
  42. 17 downloads

    This is attachment from ZenHAX posted by by-freon in topic: Unreal Engine 4 pak-file Unpacker / unreal_tournament_4.bms [UE4 global topic]
    1 point
  43. This file is a new file I extracted, and it seems to be different from the solution of "laybg" file 地图单元-2.zip
    1 point
  44. d_laybg_tex.zip This is the file I continue to extract. I would like to know how to get the information of the dds file from this file
    1 point
  45. Version 1.0.0

    1,158 downloads

    Here is a list of all (or almost all) Xentax topics archived by wayback machine. Find topic name with search or filter (see "spiderman" screenshot as example), then copy URL for the list, and open it. There you can read the whole topic, with instructions and comments. But there will be no attached files. You can get attached files from archive.org - https://archive.org/details/xentax.7z in "attachments" folder. They are sorted by forum number and topic ID. So you have to look into corresponding forum folder (16 = 3d models in this example) and topic folder (20634 for spiderman PS4) - there you can find all files attached to that topic for each post (in there are many).
    1 point
  46. Thank you for all the help so far, I just started using it and is asking for hte encryption key of the game but this is not unreal, so, could you tell me how did you find it?
    1 point
  47. Yes, unified skeletons needed a fix. Now its better.
    1 point
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