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There are at least two types of i3d file formats, used within the .i3d files used in ape escape 3 and Rule of Rose uses .i3d files in .mdl files. I3D_BIN: Mesh ✔️ Bones ✔️ Skin ❌ I3D_I3M: Animation ❌ Tools: https://github.com/Durik256/Noesis-Plugins/blob/master/fmt_i3dg.py - Supports meshes. fmt_RuleOfRose_PS2__i3d.zip - Supports bones (made by Bigchillghost from xentax, reuploaded into reshax for quicker accessibility)3 points
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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
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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 22 points
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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
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WMA is an audio file format (Windows Media Audio) and can be played by VLC. SFD seems to be a font file but FontForge can't open it ARK files seems to be archive containers that contain inside them another ARK files and another files Edit: SFD is a video file format that can be played by VLC too Here is a python script with batch file to extract the contents of the ARK files, drag and drop one or more ARK files onto the batch (.bat) file Also an ARK.hexpat file you can use in ImHex ARK_File_Parser.rar ARK.rar2 points
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you should change the title to ASTRO BOT Rescue Mission, since it may confuse people as ASTRO BOT is also the name of the 2024 release!2 points
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Version 1.0.0
447 downloads
My old tool for TLOU2 PS4 fixed to work with PC files. Unpack .psarc files with UnPSARC_v2.7, and then you can use any .PAK file with the tool. Use command line, or just drop .PAK file onto the .exe Work same as old tool, described here: https://web.archive.org/web/20230819184855/https://forum.xentax.com/viewtopic.php?t=22580 After extraction, model and skeleton are in separate files. So they must be manually combined to work together. SMD model & skeleton can be just imported separately and then connected in blender. For ascii it will not work, so you have to open model in text editor, remove first line (0), which is bone number, and copy-paste skeleton there instead of that zero. So far tested on models, textures, maps - all looks fine. Animations are probably wrong, i can look into that later.2 points -
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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Interesting, that was a great idea. Congrats!1 point
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I did some work on my script, it roughly divides the file into different meshes. Though I've yet to find a way to make it 100% consistent. Most meshes are off by a few vertices. It would be cool if you looked up for any patterns here vram converter.zip1 point
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I guess the data is compressed, as you already mentioned, so you won't get much from looking at the raw data, unless it happens to use one of those compression types in ImageHeat. Each file contains several images, probably mipmaps, and each image has a header of 0x30 bytes with the data size and other info. At 0x30 bytes in each image (mostly) is the width/height as 2 Short values. The amount of data in the files is far too small for it to be raw image data. Although you mention LZMA, I can't find a suitable offset to decompress the data in any recognisable way.1 point
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There is a fork here up to version 4.5! https://github.com/Valerie-Bosco/XNALara-io-Tools1 point
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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/AssetStudio1 point
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For extracting raw data from archives you can use the same script you linked (punisher_ps2_peg.bms) as archive file format is the same across all platforms https://rewiki.miraheze.org/wiki/The_Punisher_CEG_PEG_XEG The difference is in the image encoding, PC version uses standard DXT5 or RGBA8888, while encoding seems to be different on PS2 and XBOX. I was not able to find correct setting with ImageHeat. Here's how it looks for PC sample:1 point
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Well i figured what was that 5WNR file It's file with ".rwy" extension. But you'll get only track layout without uv's and without objects. Means it's useless.1 point
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Hmm ... Go to the Epics github site, clone the appropriate version of Unreal Engine, look for IPlatformFilePak (use VS or VSC to navigate), and you will find the solution. @iks: what's so funny?1 point
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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.zip1 point
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No, I mean samples of the actual files, not screenshots. Screenshots don't show much for anyone to check the files properly.1 point
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You should upload some sample files instead of a video; a video isn't very helpful for reverse-engineering this game. NKP is a package file format used by KONAMI in PS2 games. Games I know of that use this format include Cool Girl, Gantz, and NANA, and there might be others. You can unpack NKP files using existing quickbms scripts: idstring "NKP\x1a" get NKP_SIZE long get ZERO long get FILES long for i = 0 < FILES get NAME_OFF long get OFFSET long savepos TMP goto NAME_OFF get NAME string goto TMP putarray 0 i OFFSET putarray 1 i NAME next i putarray 0 i NKP_SIZE math FILES = i for i = 0 < FILES getarray OFFSET 0 i getarray NAME 1 i math i + 1 getarray SIZE 0 i math SIZE - OFFSET log NAME OFFSET SIZE next After unpacking NKP, you'll find NKT files, which should be textures. I'm not skilled enough to fully parse them, but I'm certain that the palette starts at 0x1A0. Most textures are 8BPP, with a few 4BPP ones. Fonts might also be in some NKT files, but I haven't found them. I've attached a few NKT files, hoping that an graphic expert can analyze them. Additionally, you can find all the game's story scripts in allsc.nkp->unpack->(evt_***.nkp). They are in files with the .cg extension, which is actually a text format. You can directly view the script content; remember to use SHIFT-JIS encoding. NKT_TEXTURE_SAMPLE.zip1 point
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Version 1.1
197 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.1 point -
roocker666, I did find other weird situation in some .mdg files. The A05_08.mdg file has less datas in the Normal data block (03 80 XX XX) than expected (calculated from the counters). Submesh block starts at $28 (00 80 02 6C) ($10 00 00 00)--> vertex counter=$10 Vertex block starts at $50 (02 80 10 68) --> vertex counter=$10 Normal block starts at $114 (03 80 10 68) --> vertex normal counter=$10 It has only $0C * 4 bytes instead of $10 * 4 bytes. My .mdg loader module (after the Vertices block) skips the Normal block, it searches for the UV block immediately to solve this problem. I don't need the stored Normal datas because my program calculates it after load. The A004_Guardian_Fire.mdg file uses two texture files: A004_Guard_Fire_Body.tex A004_Guard_Fire_Wings.tex Unfortunately I did not find a 'texture ID' value / submesh in the .mdg file. A05_08.zip1 point
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Version 0.4.2
2,559 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 -
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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 file1 point
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iirc id-daemon made a tool for both PGR3 and 4 both cars and maps and published in xentax before the site went closure: Tool for PGR3 & PGR4 cars Drag .pak_hrd onto the tool or use command line. Tool will export all textures to a subfolder in raw format, which then can be converted with included noesis plugin. Tool will also make a text file with a list of all materials with all textures they use. Tool for PGR4 areas Tool will export all static models and all instanced models to .DMF format. To load .DMF files use this blender plugin: https://github.com/REDxEYE/decima-dmf Tool will export all textures to a subfolder in raw format, which then can be converted with included noesis plugin. Tool will also make a text file with a list of all materials with all textures they use. notes: - to decompress .stream2 files tool needs xcompress64.dll from xbox sdk (not included) - last UV pair (used for lightmaps) not exported. - vertex colors not exported. gothamRacing.7z1 point
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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
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The tool is now available. Download: https://github.com/Wildenhaus/IndexV2/releases How to use:1 point
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