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  1. I have released an early version of the tool that can do just meshes with their material names/skeleton:
    5 points
  2. Version 1.0.0

    10 downloads

    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
    3 points
  3. models.zip Here's the map FBX files I got.
    2 points
  4. Let's just say Im remaking a certain game. But in VR
    2 points
  5. I am updating the Noesis script from this post to handle more versions of the 3D model rsf format. Soon I will release an update to the script. Meanwhile, as a sample, I want to show some extracted models that we were not able to extract with the old script. On the top left corner we find the Orange Bowl stadium from NCAA 08. On the top right corner we see the hologram (a ficticious one) stadium from Madden 13. The low left corner shows the LA Memorial Coliseum from Madden 12 or 13 and finally on the low right corner we find the Louisiana Tech stadium from NCAA 12. All these rsf files come from the PS3 versions of the games with data in big endian. The script can handle data in little endian too, for example rsf files coming from PS Vita games. I am almost 100% sure that the updated script will be able to handle rsf files from NCAA 08 to NCAA 14 and Madden 07 to Madden 17 with no issues.
    2 points
  6. Format: .avi Codec: MV30 Coding program: VirtualDub build 13719/release You can decode it using ffmpeg. Standard videos of the old format.
    2 points
  7. 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
    2 points
  8. Okay I figured out all of the .mdl's thanks to Shak's original response. All of them can be previewed and exported using the Fable 2 Asset Browser now, which is what I was kind of aiming for. I can get the skeletons out, idk if they're necessarily correct or not, but they works so I can only assume it's fine. So I'm going to turn my attention to the .tex file compression and animations. Obviously looks better in blender but yeah. I'm sure everyone gets the point.
    2 points
  9. Hello, I have managed to get the game files and uploaded to AssetStudio to view them, and I found Texture2Ds and Sprites but some of the assets are missing. For an example, there are literally no audio/voice files at all. Then, I noticed AssetStudio doesnt recognize the assets inside a folder called "ondemand" and there are about 2k assets there and I think they are encrypted/compressed. Here is one of the examples of the encrypted assets: Is there a way to decrypt/decompress this type of file? I think those are the remaining assets. If anyone can help me I would really apprecaite it. 5db8fd68-da55-9c4a-c71f-84af76d61103.7z
    1 point
  10. Yea, I'm working on BHD but mostly focused on the JO/DFX2 engine which is slightly newer and a different format. I'll post here when/if I get BHD usable.
    1 point
  11. Just found these forums, that's my github in the OP. Happy to help. This may help you too https://github.com/taylorfinnell/on3diimporter/blob/main/on3diimporter.py
    1 point
  12. You can either use this QuickBMS script to extract the msv audio files out of the rp2: get UNK long get FILES long goto 0x20 for i = 0 < FILES getdstring NAME 7 getdstring DUMMY 25 get OFFSET long get SIZE long get DUMMY2 long string NAME + ".msv" log NAME OFFSET SIZE next i Or you can use this txth file to play the audios out of the rp2 directly (needs vgmstream + an audio player like foobar2000): subsong_count = @0x04 subsong_spacing = 0x2c base_offset = 0x20 name_offset = 0x00 subfile_offset = @0x20 subfile_size = @0x24 subfile_extension = msv Save the text above as ".rp2.txth" and put it on the same directory as the rp2 file. Also if you're using foobar2000, make sure to check "Enable unknown exts" on the vgmstream preferences page.
    1 point
  13. No, mané game extractor! attached my .exe try it you can drop the file into the .exe as well the tool looks like StarWars3PakExtractor.zip
    1 point
  14. Hi Shak-otay, yes it's me, I never imagined you would remember me 😄. I found this texture in the file.
    1 point
  15. Bumping this again because I really don't want this thread to quietly die, as it seems the edits to my message are not enough to constitute a bump. Every single possible 16 bit float format I've tried does not work. Indicating this is some proprietary cursed format. Maybe a LUT. Maybe encrypted. Maybe something else. Which probably explains why the .mot files still have not been decrypted all these years. I do suspect what certain bits mean but I am really unsure. I have the model .bin and some other examples of .mot in hand as well so if you would like me to send it I will gladly do so. Just note I do need these files decrypted for a project so I would like this done as fast as possible it would be nice. What I do know is that this is little endian. Z-Y-X order. I have no clue what else. Help is much appreciated please 🙏 (I am not sure what y'all want but I am interested in a way to export the .mot to .csv with a Frame # column. For my application, that is enough.)
    1 point
  16. Version 1.0.0.0

    2 downloads

    // 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.
    1 point
  17. I used the files from the zip, iirc. But seems, you're too late to the party...
    1 point
  18. Here's a sample model for one of the enemies in the game. Notice that "*_div.msb" can't be view/export properly for some reason, but the base one did just fine. PSVitaSample.zip
    1 point
  19. Edit - just tested it and no 4 mrts is uv, you was right in saying the 4th one is the uv maps by the rule
    1 point
  20. Hi experts. I'm trying to read the MT2 images from Indiana Jones and the Emperor's Tomb (PS2), but I'm stuck trying to piece it all together. The images in the PC version are 32-bit RGBA, so that's easy, and gives us a comparison. For the same image in the PS2 version, it seems to be broken down like this... 64 bytes - basic image data (filename, width, height, etc) width*height/2 - 4-bit pixel values (with 4bit PS2 swizzling) width*height/8 - color values This is what the pixel block looks like, as 4-bit values in grayscale: The color values in the last block, look to be something similar to RGBA5551, so even though the length of this block is width*height/8, as they are 16-bit colors, there are actually only width*height/16 colors. This is what the color block looks like when read as RGBA5551 color values: ... you can see the image in that "color block". I know it's not quite the right colors, but think it might just need some color striping applied to it, or it might not be exactly RGBA5551. As the width/height increase, so does the size of the color block, so it's not a plain palette, it's proportional to the image size. For example, for a 128x128 image, the color block is 2048 bytes. For a 256x256 image, the color block is 8192 bytes. I'm struggling to work out how to join the "pixel" block and the "color" block together so that we end up with a usable image that looks similar to the PC image. I'm assuming maybe we need to generate some in-between colors like in a DDS image, or otherwise apply some kind of "intensity" to the colors or something like that. I've never seen anything like this before - is anyone able to assist in understanding this please? I have attached a ZIP with the PC image, the PS2 image file, and PNGs for both the "pixel" block and the "color" block, so you can clearly see there is a correlation between the 2 blocks. Thanks for your help! vinehead.zip
    1 point
  21. I've been doing a Noesis script for the beta of Once Human. Still got a few things to do on it, but it should work for most of the models so far: Edit: Read the notes at the start of the script regarding the various files needed. once_human_mesh.zip
    1 point
  22. I tried using the head models and tested two of them (DDP and Rovyal). I was able to get the models to work. From my understanding, all of the heads share the same offsets and parameters, so if you can get one model to construct with no weird faces, you can use the same parameters for the other models. I’m just having an issue with the ears, as you can see in the photo below. If you could share your parameters and offsets, I think it would be very helpful. update 1 : got it woriking however the uvs are not working but you can transfer it using copy vertex order plugin in blender UPDATE 2: got the uvs to work for the model using these params but i still have to go inside blender uv unwrap and then copy uv maps to the main model . is there a way i can get uv maps and model all in 1 in hex2obj ? sorry if this is a rookie question since ive never used hex 2 obj before Final Update : I just have to save the mesh from hex2obj settings and the uvs will be added to the obj. thanks for your help Hex2Obj
    1 point
  23. for the mcgregors normal you can use this bms Decompressor.zip
    1 point
  24. Well, use my old c++ tool, it should work now, tried to rewrote in python for training python syntax, and maybe i did something wrong. ZstdMagicExtractor.zip ZstdMagicExtractor-release version.zip
    1 point
  25. I know I’ve already posted my progress with materialising Mike Tyson but I thought I’d show these also as I managed to convert the normals from green to purple which for me personally and unity mods it works better
    1 point
  26. Try this tool, made some adjust to read your file. zstd decompressor.zip
    1 point
  27. Actually your file is a container with a bunch os zstd files. attached the first file decompressed. I did a tool, long time ago, i will search here. head_conor_mcgregor_model_CB540.mcd.zip
    1 point
  28. in the end, I did it, thanks to everyone who posted on this topic.
    1 point
  29. Awesome man, glad to have helped! If there's any other static meshes you need let me know
    1 point
  30. My script for another game should work with these GSB files: https://github.com/DKDave/Scripts/blob/master/QuickBMS/GameCube/Legend_Of_Spyro_New_Beginning_(GameCube)_GSB.bms
    1 point
  31. Tutorial which describes how to export-import Horizon Forbidden West game assets by use of id-daemons HFW import tool: Required programs/tools: id-daemons HFW import tool Blender 3.6 ASCII Import-Export Blender Add-on (HFW) HFW Export-Import Tutorial.pdf
    1 point
  32. Hello, here the decompressor, it´s a custom lzss. LZSS_DGirl-ps2.7z
    1 point
  33. Because the fmlb and sound file does exits anymore because when before Game shutdown that files are dynamic content but some files like that are available in beta versión APK and obb but no all files
    1 point
  34. Hello, you really should put more effort in your request. People who could help don't have all the time in the world, to unpack a vfs, search for the sggr in question, which samples have the "lod problem", etc, etc. WHY not simply upload the samples in question plus a description what EXACTLY you've done so far to get uvs. Your post here is not very insightful, imho.
    1 point
  35. import struct import os import sys from PIL import Image # Constants for offsets FILE_COUNT_OFFSET = 0x28 FILENAME_TABLE_OFFSET = 0x2C DATA_INDEX_OFFSET = 0x178C # A SINGLE, CORRECT LOOKUP TABLE FOR IMAGE DIMENSIONS BASED ON FILE SIZE. # All files are grayscale (1 byte/pixel). SIZE_TO_DIMENSIONS = { 262144: (512, 512), 524288: (1024, 512), 1048576: (1024, 1024) # Add more entries here if new sizes appear } def extract_grayscale_images(file_path, output_dir): """ Extracts all image files from a given .dat archive, assuming they are raw grayscale pixel data. """ with open(file_path, 'rb') as f: # Read the total number of files in the archive f.seek(FILE_COUNT_OFFSET) file_count = struct.unpack('<I', f.read(4))[0] # Read the filename table f.seek(FILENAME_TABLE_OFFSET) filenames = [] for _ in range(file_count): try: name_len = struct.unpack('<I', f.read(4))[0] filenames.append(f.read(name_len).decode('ascii', errors='replace')) except (struct.error, IndexError): # Stop if the file ends unexpectedly break # Move to the data index table f.seek(DATA_INDEX_OFFSET) print(f"Starting extraction of {len(filenames)} files (all as grayscale)...\n") success_count, skipped_count = 0, 0 for i, filename in enumerate(filenames): try: # Read the offset and size for the current file entry_data = f.read(8) if len(entry_data) < 8: break # Reached end of index offset, size = struct.unpack('<II', entry_data) # Check if we know the dimensions for this file size if size not in SIZE_TO_DIMENSIONS: print(f"[{i+1}/{file_count}] {filename} -> UNKNOWN SIZE ({size} B). Skipping.") skipped_count += 1 continue width, height = SIZE_TO_DIMENSIONS[size] # Read the pixel data current_pos = f.tell() # Save current position in the index f.seek(offset) pixel_data = f.read(size) f.seek(current_pos) # Return to the index # Prepare the output path, preserving directory structure safe_name = filename.replace('.dds', '.png').replace('\\', os.path.sep).strip(os.path.sep) out_path = os.path.join(output_dir, safe_name) os.makedirs(os.path.dirname(out_path), exist_ok=True) # ALWAYS convert as 'L' (grayscale) img = Image.frombytes('L', (width, height), pixel_data) img.save(out_path, 'PNG') print(f"[{i+1}/{file_count}] {filename} -> {out_path} ({width}x{height}, Grayscale)") success_count += 1 except Exception as e: print(f"[{i+1}/{file_count}] {filename} -> CRITICAL ERROR: {e}") skipped_count += 1 print(f"\nFinished! Converted: {success_count}, Skipped: {skipped_count}.") if __name__ == "__main__": if len(sys.argv) < 2: print(f"Usage: python {os.path.basename(__file__)} <file.dat>") sys.exit(1) input_file = sys.argv[1] # Create a more standard output directory name output_dir = os.path.splitext(input_file)[0] + "_extracted_images" print(f"Input file: {input_file}") print(f"Output directory: {output_dir}\n") extract_grayscale_images(input_file, output_dir) This script unpack texture. The file names are given with the .dds extension, but these are not DDS files. There are two types of files: those with [e] in the name build correctly, and those without [e] are strange. That's all I can help with. Script usage: python <scriptname>.py <path to file> e.g., python unpack.py sky.t000 - if it's in the same directory as the script.
    1 point
  36. Oh man, I'm interested in this. I hack the N64 AKI Wrestling games, and wondered if there was anything for Def Jam Vendetta. Where can I find this Byte Map tool?
    1 point
  37. But hard to find pointers. I can only use findloc function to get them. No proper solution. EDiT: Send more samples please...
    1 point
  38. For XNB you can use tools like xnbcli https://github.com/LeonBlade/xnbcli For TTF you can use tools like High-Logic FontCreator https://www.high-logic.com/font-editor/fontcreator For other files it's hard to tell because you didn't upload any samples.
    1 point
  39. (just my old plugin that was made from example files of another theme) fmt_kn5.py *(don't support encryption)
    1 point
  40. Version 0.0.2

    15 downloads

    An addon for Blender 4.3.0 (also tested with 4.4.3) 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". 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. Options to export the active action, actions from selected objects, actions from the active collection, or all scene actions. 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. 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
    1 point
  41. why don't you just connect the vertices in a 3d editor. the plugin opens the models, that's all you need. the rest you can work on yourself
    1 point
  42. Bumping this, if anyone would be an absolute unit to solve the animations it would be greatly appreciated! 🙃
    1 point
  43. Seems the game dont accepts a different zlib levels Maybe using levels 0-9 and try. use level 9, the compression file will be the same as original! https://drive.google.com/file/d/11rON0JaDswJCQJ-RBF2USKErQRtPbP_I/view?usp=sharing and maybe solution post;
    1 point
  44. I've written a Noesis script to make things easier for you tex_CarsPST.py Put the script in <NoesisDirectory>\plugins\python Some of the PST textures you sent has a mip levels more than one but due to how Noesis works I decided to only handle the highest one (Or probably I just don't know a proper way to do it anyway they were ordered from low to high). Also I assume every PST textures is palettized 8-bit image?
    1 point
  45. this one is for decipher Coalesced.*
    1 point
  46. 1 point
  47. Maybe you should open a new thread and ask in there, not here, because this thread is for discussing the motion file.
    1 point
  48. for fgo's script, you just need run this: python FGOArcade-FARC.py "your farcfile path" for farcpack tool, Run it in the shell to see the cli commands.
    1 point
  49. https://github.com/h-kidd/noesis-project-diva AFAIK this uses the same (or highly relevant - Virtua Fighter 5 based) engine as other arcade games such as Project DIVA Arcade or Fate Grand Order I guess the animation format would be relevant (and hope this be helpful for REing)
    1 point
  50. Guys just close this post make no sense, The forum is new in 3d category are 260 post and 4 of this are with the same title "please help .......3dunity". Please search first in forum if exist a answer next make post. Its more easy if collect all the info for type of file in 1 place, honesty the old xentax have guys who redirect to main post if some1 go like this for every little thing. And I see the OP make 3 post in row 5 min from each other for almost the same thing. Just start over this obvious goin anywhere.
    1 point
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