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Version 1.0.0
17 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 FEARka3 points -
Thanks for some info from here and made a tool for unpacking and packing localize map files, if someone is interested in it. https://github.com/dest1yo/wwm_utils2 points
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Version 1.1
512 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 -
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O.K. so here's script for ps4 format. Inside unpacked file is texture width/height and pixel format all in 6 bytes. Rest is image data. Also i don't know about pixel fomat so you must figure out. get BaseFileName basename comtype lz4 getdstring Sig 0x8; get Unknown_0 uint32 get Unknown_1 uint32 getdstring Platform 0x4 get TextureCount uint32 get Unknown_2 uint32 get UnknownCount uint32 get TotalCompressedSize uint32 get TotalDecompressedSize uint32 get Unknown_6 uint32 get Unknown_7 uint32 for i = 0 < TextureCount getdstring TextureName[i] 0x40 getdstring Unknown_0 0x10 get CompressedSize[i] uint32 get Offset[i] uint32 # + BaseOffset get Unknown_3 uint32 get DecompressdSize[i] uint32 get Unknown_4 ushort get Unknown_ ushort get Unknown_6 uint32 get Unknown_7 uint32 get Unknown_8 uint32 savepos WidthHeightPos[i] get TextureWidth ushort get TextureHeight ushort get Unknown_9 uint32 savepos PixelFormatPos[i] get PixelFormat ushort get Unknown_10 ushort get Unknown_11 uint32 getdstring Unknown_12 0x4 get Unknown_13 uint32 get Unknown_14 ushort get Unknown_15 ushort get Unknown_16 uint32 getdstring Null 0x10 next i math UnknownCount * 40 getdstring UnkInfo UnknownCount savepos BaseOffset for i = 0 < TextureCount math Offset[i] + BaseOffset string FileName p= "%s/%s.dat" BaseFileName TextureName[i] append 0 log FileName WidthHeightPos[i] 4 log FileName PixelFormatPos[i] 2 clog FileName Offset[i] CompressedSize[i] DecompressdSize[i] next i1 point
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Nobody's making fun of you. However, it would have been useful if you had mentioned not having a computer at the start, instead of having people waste their time on things you can't use. It also sounds like you were harassing another user in DMs for help, which you also need to stop doing. People will help if they want to, and if they have the time.1 point
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I've moved this topic to graphic file formats, rather than 3d Models where you posted it. Also, please don't start another post for the exact same thing. I've deleted your other post as a duplicate. Please read the rules before posting again.1 point
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Animation file from FGO arcade, uses the same engine as various Project DIVA titles but the animation files are formatted in a different way. .mot Tool: https://github.com/h-kidd/noesis-project-diva (works with FGO Arcade's model files and .mot files from Miracle Girls Festival and Project DIVA but it doesn't work with FGO Arcade's .mot files, but you can edit the source code of the tool to try to make it work with the game's .mot files) Sample file is in the attachment. mot_svt_0001.zip1 point
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It's Unity, but seems to have a protection layer so it can't be opened in Asset Studio. Game Assembly: https://www.mediafire.com/file/3i7kvobi4nacnbh/GameAssembly.zip/file THO.zip1 point
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Here my analysis: Header: 24 bytes: [ Int64 EntryCount Int64 ValueCount Int32 Timestamp Int32 Padding ] Buckets: [24-528] bytes, based on allocated bucket TableEntries: EntryCount * [ 8 Bytes Hash(or id?), Int32 RelativeOffset, (formula: text_start = current_entry_offset + 8 + value) Int32 TextLength ] Values: ValueCount * [ Byte[ValueLength] Data ] Null value have zero length and no hash. Successfully unpack and pack, the game load new text normally.1 point
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To whoever ends up here in the future, there is a really simple to use utility to convert files from Xbox ADPCM to PCM and vice-versa on Github: Sergeanur/XboxADPCM Thanks for the thread, I really thought the WAV files I had were lost forever due to an obsolete codec..! In my case, I am porting the PT-BR voiceover of Max Payne from PC to Xbox, which I am surprised wasn't done before.1 point
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In the ..var01.st2 csv data is contained: edit: and xml data: <!-- ______________________________________________________________________________ Copyright 2004 The Collective, Inc. DISMEMBERMENT DEFINITION Character: Clone Trooper Author: Baback Elmieh Date: 01/07/2004 ______________________________________________________________________________ --> <!-- HEAD --> <DismemberablePart Name="Head" Hitpoints="25"> <!-- The Materials section is a list of materials in the original mesh that are to be turned off when the part is dismembered --> <!-- <Materials> <Material Name="headSG"/> </Materials> --> <!-- ReactionProcessing defines the chunks and particles to be spawned when a reaction dismemberment is processed for the character the definition requires a Bone from which a chunk should be spawned and the name of the chunkmesh. The ChunkMesh definition in turn can have several values set such as GravityScale and UseGinFile. GravityScale greater than 1.0 pulls a chunk down faster, UseGinFile will look for a bounding box with the same name as the chunkmesh in the damage mesh's gin file, if the bound is found, it is used instead of the default rendering bound which can help artists orientate chunks so that they land on their correct side --> <ReactionProcessing> <!-- particles --> <Particles> <!-- spark particle from the joint --> <Param Name="BoneEmission" Value="neck_g"> <Param Name="ParticleID" Value="IDS_FX_LIGHTSABER_BODY_IMPACT"/> </Param> </Particles> <!-- chunks --> <!-- <Chunk Typename="TSingleChunk"> <Param Name="Bone" Value="neck_g"> <Param Name="ChunkMesh" Value="head"/> <Param Name="GravityScale" Value="1.4"/> <Param Name="RandomVelocityScale" Value="0.2"/> </Param> </Chunk> --> </ReactionProcessing> <!-- The Capsules section provides a list of capsules that should affect the hitpoint of the part and should be disabled once the chunk has been dismembered --> <Capsules> <Capsule Name="Dneck_g"/> </Capsules> </DismemberablePart> <!-- LEFT SHOULDER --> <DismemberablePart Name="Left Shoulder" Hitpoints="25"> <Materials> <Material Name="Shoulder_LSG"/> </Materials> <ReactionProcessing> <!-- particles --> <Particles> <!-- spark particle from the joint --> <Param Name="BoneEmission" Value="shoulder_L_g"> <Param Name="ParticleID" Value="IDS_FX_LIGHTSABER_BODY_IMPACT"/> </Param> </Particles> <!-- chunks --> <Chunk Typename="TSingleChunk"> <Param Name="Bone" Value="shoulder_L_g"> <Param Name="ChunkMesh" Value="Shoulder_L"/> <Param Name="GravityScale" Value="1.8"/> <Param Name="RandomVelocityScale" Value="0.1"/> </Param> </Chunk> </ReactionProcessing> <Capsules> <Capsule Name="Dshoulder_L_g"/> </Capsules> </DismemberablePart> <!-- RIGHT ELBOW --> <DismemberablePart Name="Right Shoulder" Hitpoints="25"> <Materials> <Material Name="Elbow_RSG"/> </Materials> <ReactionProcessing> <!-- particles --> <Particles> <!-- spark particle from the joint --> <Param Name="BoneEmission" Value="shoulder_R_g"> <Param Name="ParticleID" Value="IDS_FX_LIGHTSABER_BODY_IMPACT"/> </Param> </Particles> <!-- chunks --> <Chunk Typename="TSingleChunk"> <Param Name="Bone" Value="shoulder_R_g"> <Param Name="ChunkMesh" Value="Elbow_R"/> <Param Name="GravityScale" Value="1.8"/> <Param Name="RandomVelocityScale" Value="0.1"/> </Param> </Chunk> </ReactionProcessing> <Capsules> <Capsule Name="Dshoulder_R_g"/> </Capsules> </DismemberablePart> </DismembermentDefinition>1 point
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.ilv.txth: codec = PSX channels = 2 sample_rate = 44100 interleave = 0x4000 num_samples = data_size1 point
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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
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Yes! I´ve to create a tool to merge and split image, so i can merge them, edit and later split to insert.1 point
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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
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Well, I did a little research on Flash Cookies (SOL files) and I put it all together in the article on RE Wiki https://rewiki.miraheze.org/wiki/Flash_Cookie_SOL I saw notes on your github and you were sligthly wrong with some fields, so you can compare it with my article on the wiki and make some corrections in your tool. The most important thing is that you should understand that SOL file is an Adobe format and payload (data block) follows AMF file format documented by Adobe https://web.archive.org/web/20220122035930/https://www.adobe.com/content/dam/acom/en/devnet/pdf/amf-file-format-spec.pdf So anything after data block header is a payload section that needs to be properly serialized by your tool. There are many tools that allow you proper serialization like: minerva, SOL Editor, Adobe AIR SDK, JPEXS Free Flash Decompiler etc. Some code for serializing is available on JPEXS github page: https://github.com/jindrapetrik/jpexs-decompiler/tree/master/libsrc/ffdec_lib/src/com/jpexs/decompiler/flash/sol https://github.com/jindrapetrik/jpexs-decompiler/tree/master/libsrc/ffdec_lib/src/com/jpexs/decompiler/flash/amf/amf3 You can test this code by going to Tools > Sol cookie editor in JPEXS Free Flash Decompiler: So you shouldn't ask "what are those three bytes". You should ask "how can I properly parse AMF3 serialized data" 🙂 There are lots of information (articles) about this, for example on wikipedia: https://en.wikipedia.org/wiki/Local_shared_object https://en.wikipedia.org/wiki/Action_Message_Format Good luck. 🙂1 point
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I used the files from the zip, iirc. But seems, you're too late to the party...1 point
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fmt_psaVita_ValkyrieDrive.py Here's a old noesis plugin to view and export most of the mib, msb and mab of the PSVisa version of the game.1 point
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Edit - just tested it and no 4 mrts is uv, you was right in saying the 4th one is the uv maps by the rule1 point
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They are still pck files. I can find many wwise .bnk files in AA462ABBFEC319B665666E14585F97D9_EndfieldBeta with ravioli explorer , RavioliGameTools_v2.10.zip (if you need)and I think quickbms also work. By the way I guess the really wem audio files are in another pck files. there are over 5000 bnk files in AA462ABBFEC319B665666E14585F97D9_EndfieldBeta. That means the bnk files may not store any actual audio files1 point
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# Atlas Fallen (Fledge Engine) # script for QuickBMS http://quickbms.aluigi.org comtype lz4f open FDDE "toc" get DUMMY long get SOME_CRC long callfunction GET_INFO 1 get SIZE long endian big get SOME_CRC long callfunction GET_INFO 1 get SOME_CRC long callfunction GET_INFO 1 callfunction GET_INFO 1 get DUMMY byte # 1 get DUMMY byte # 1 get DUMMY byte # 1 get DUMMY long # 1 get FILES long string NAME p "%s_%d.dat" NAME 0 open FDSE NAME 1 for i = 0 < FILES get SOME_CRC long callfunction GET_INFO 1 get OFFSET longlong get ZSIZE long get SIZE long get DUMMY long get DUMMY long get DUMMY short clog NAME OFFSET ZSIZE SIZE 1 next i startfunction GET_INFO get ZERO long get DUMMY long savepos TMP get NAMESZ long if NAMESZ & 0x80000000 math NAMESZ & 0x7fffffff endif getdstring NAME NAMESZ padding 4 0 TMP endfunction1 point
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I have one as an example I notice in this section Ran XXD with groups of 12 and noticed a pattern. This is the pinky intermediate joint. It is known that the pinky intermediate joint has one degree of freedom. meaning that movements in the other two DoF should be minimal. The second set of each float is stable. 16 bit floats. Little endian likely. Meaning that [3f], [00], [ff], etc. is the major bits. Given the ffs I do not think it is Big Endian with an offset. I have attached the file in question so you can look yourself EDIT: These are signed LE numbers. Circular angular floats (not IEEE 754 standard) so ffff/0000, 3fff/4000, 7fff/8000, bfff/c000 are each 90 degrees apart. EDIT 2: It could also be a LUT. But then I checked for any tables and I can't find any useful. EDIT 3: I have no clue anymore. These are proprietary obfuscated numbers using some cryptic format and if anyone knows how to decode them it would be absolutely amazing. SVT_0015_S01_ATK_A01.zip1 point
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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.zip1 point
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Try this tool, made some adjust to read your file. zstd decompressor.zip1 point
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Hey all, I also recently got interested in modding the original QP Shooting. I'm currently working on a command-line tool that so far allows for extracting and repacking the LAG assets, with decoding and encoding of dialogue/system files also now planned to be implemented. However, it seems after reviewing this thread that I wrongfully assumed that the graphics were red-blue-swapped A16B16G16R16 DDS surfaces rather than a special Luna/LAG image format... so that's probably another thing I need to fix up (although the assets can be modified fine with an editor that supports that DDS format once the header is written, so maybe it is just a slightly tweaked version of DDS). I'll post the GitHub link here when I polish and finish it up : )1 point
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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 files1 point
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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
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Bumping this, if anyone would be an absolute unit to solve the animations it would be greatly appreciated! 🙃1 point
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my plugin for vfs work with your file EDIT: and i made preview plugin for *.sggr fmt_sggr.py (*.pvr its image, use pvrTexTool)1 point
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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
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zlib_DeCompressor.pyHere the DeCompressor update, now works with every file1 point
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I wrote a VSF UNPACK/PACK program and a new decompressor/compressor for zlib. Now, it accepts large files and there's no need to use QuickBMS anymore. The .vfs file can now be larger than the original. I did a test, and it worked with the image below, maybe you can put music and soundeffects as well, If the .py file doesn't work, you must install tkinter via pip. VFS_PackUnpack_Tool.py zlib_DeCompressor.py1 point
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The WAVE files just use XBox ADPCM (not that obscure) and you can play and convert them with Foobar + vgmstream (note: some files don't contain audio). You don't really need to do anything else.1 point
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Maybe you should open a new thread and ask in there, not here, because this thread is for discussing the motion file.1 point
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yeah i guess so. but I think we need to find something to differentiate between rotate data or transform data, and it's hard to find that, so we need something reverse work1 point
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Has anyone managed to extract the trading card images? I tried using the script for the 3D models. but it just doesn't work.1 point
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