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Showing content with the highest reputation since 08/16/2025 in all areas

  1. Version 1.1

    174 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.
    7 points
  2. 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
  3. But can't produce right width/height. It's 250 x 391 px.
    2 points
  4. 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.rar
    2 points
  5. 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
  6. 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.zip
    2 points
  7. Actually it uses PAL8 w/ GC/Wii swizzle (There's a palette data at the end) Palette format is N64_RGB5A3 Image data offset starts at 48 (0x30) end-01-color_panel1.texture.ps3 uses BGRA8888 w/ XBOX/PS3 swizzle while end-01-color_panel2.texture.ps3 and end-01-color_panel3.texture.ps3 uses BC3/DXT5
    2 points
  8. Just use this script to extract and import Unity bundles from/to PKG archive https://github.com/bartlomiejduda/Tools/blob/master/NEW Tools/UNITY_TOOLS/Multiple_UnityFS_files_in_one_archive_script.bms There should be 712 unity bundels after extraction. Use UABEA to edit them. Follow this tutorial in case of any troubles https://ikskoks.pl/tutorial-what-is-quickbms-how-to-export-and-import-with-quickbms/
    2 points
  9. By the way, you can also get the same result with ImageHeat https://github.com/bartlomiejduda/ImageHeat
    2 points
  10. Version 1.0.0

    428 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
  11. Asset Studio can open the files you provide, but some files will crash when they are opened, so you can test several more versions and use the version with the least flashback to open the most files for subsequent processing. But before that, you need to split your pkg file Divide them into block files of multiple unityfs I wrote a python script and you just need to run it python split.py pkg file Output folder If you find it troublesome to run scripts, you can also try a more professional unityfs splitter Attached a few screenshots I ran If the problem is solved, you can mark this reply as a solution split.py
    2 points
  12. Updated, please remember to feedback if you have any questions resource.py
    1 point
  13. Not possible to open these files with Asset Studio. They are in a .pkg format but the file still seems to be a normal unity bundle archive. https://www.mediafire.com/file/3jdp3wstro17xhg/SRDM.zip/file
    1 point
  14. i don't know, i assumed you were going to test it, like you did everything else?
    1 point
  15. Do you have another sample than a weapon?
    1 point
  16. Tracks have different header, So the Python can't recognize them. Can you post please gt6 track extractor and Python too?
    1 point
  17. You're probably not after all this info, but I will provide it for anyone interested. Using this attached file as an example, 00595CEA.kmy, but all the models seem to follow a strict pattern in the header-like area (I guess? It's top of the file, I'm still learning), I'm not sure what 0x0-0x30 is, but once you get to 0x40 there's a pretty consistent pattern, (all of this is big endian, btw, vertices are short signed, UVs too I believe, I'm so far unsure about triangles, they might be strips) not sure what the first 2 bytes are for, maybe a submesh count? But the next 2-4 there's always the vertices count, which for this file is 64. The next two are some sort of count, not sure, next two are the UV count. Things seem to stop there and start back up at 0x4c, where there's an integer that I'm not certain of (it leads right to the end of the file mostly, probably points to the end of reading?), at 0x50 there's always the offset for the vertices (kind of, I'll get to that in a minute), next integer is the normal vertices offset (I guess, not certain), then the UV offset, and finally this strange "basis" offset, which is where the offsets start at, in this file it's at decimal 96, or 0x60, then the offsets from earlier are relative to that point, which now makes them line up. Using these I can consistently get the verts and UVs for a mesh. I'm just completely unsure of where the triangles start, what format they're in, etc., I can sometimes get the model to load a somewhat amount of faces that look kind of correct, but I can't say for sure that I'm even in the right area. I can't find an offset that points to them, the KMY2OBJ converter says something about them but I can't understand the code, it gets a bit too complicated in that area for my understanding. And clearly something goes wrong in the conversion, because some of the models I've tried to use it on only get a piece of the model, just like chunks. I really wish I could provide more about them like you've asked, but I honestly haven't a clue where the face indices start, I've taken some guesses on this model, but nothing really gives a good result. The attached file has an extracted OBJ from the singular tool that does exist, and actually seems to work on this model to a degree, so perhaps with some cross referencing it could be figured out, though honestly the code file probably makes more sense to someone who knows what they're doing, so I'll include it as well, it's how I managed to figure out most of this stuff. It's just a very bare bones converter and has issues with a lot of models, and is missing a lot of things I need. Here's what I did get though, a prop and a character. A character which I will also include for experimenting, and the OBJ that is missing 90% of their mesh. I did see that the material ID is in the hex numbers (it matches the hashed .texturefile, which I've given as well, and it seems both models use this texture file), and seems to be repeated a few times, probably pointing to different textures within the file. testfile.zip
    1 point
  18. Yeah here is the BMS script i've made (with help of AI) it is extracting only .tmo's files but it's a good start i guess bleach_ROS_tactpkg_tmo.7z
    1 point
  19. Olá pessoal, estou trabalhando nesses formatos e progredindo com as malhas, alguns arquivos não funcionam corretamente, os uvs jxm têm submalhas e lods, postarei todo o progresso aqui
    1 point
  20. You could trick around with the .dat files produced by offzip, 001d7925.dat for example:
    1 point
  21. Thanks. Works on my side, using fmt_RuleOfRose(PS2)_i3d from Bigchillghost:
    1 point
  22. A few moths ago, I took a break from the Front Mission games just to poke around the the PS2 entries of Armored Core and made a surprisingly rapid amount of progress on their model file formats. The last hurdle I've been experiencing for most of this time is face formation- meshes are composed of either a triangle list (for FX spawn points) or multiple triangle strips. The strips are a problem as it's not clear where one should end and another should begin. I've tried looking in the model file for a flag but found nothing that stood out, then shifted to studying the verts and UVs in hopes they they contain some sort of "rhythm" to no real success. using UVs or the distance between points to determine face formation still yields "bad" faces. I've poked around a few PS2 topics here and it sounds like this is the best I can hope for but would like a second opinion before going forward. File, meshes, and tmr.7z
    1 point
  23. In your c001x sample I found this, might be a track:
    1 point
  24. No, I mean samples of the actual files, not screenshots. Screenshots don't show much for anyone to check the files properly.
    1 point
  25. try this one, but it only works for cars
    1 point
  26. I managed to create a script that splits TRK files into RAW555 with conversion to RAW888. How to use: The attached package contains *.hexbm files in the folders. Based on these files, the script splits TRK files and then injects the modified files. TRK - game file with RGB555 graphics HEXBM - imhex bookmarks file. Contains offsets how to cut. TRK_to_RGB888_RAW.py -> Converting from TRK to RAW: - run the script and select the *.hexbm file, then the corresponding *.trk file. (for example: avlb0100.hexbm and avlb0100.trk) The script will create a folder with graphics. Editing graphics (after editing the file, overwrite it! The names and location of the graphics must remain in the same place!): These are RAW files, so you need to edit them with Photoshop, for example. The graphics files contain information about height and width. Set the rest as shown below. Save as Photoshop Raw. RGB888_RAW_to_TRK.py -> Converting from RAW to TRK: - select the trk file. Based on the trk file name, the script will automatically find the *.hexbm file and the folder with the graphics. TRK Cutter.zip
    1 point
  27. The model tool can be used to extract textures. Using imageheat is not a proper solution because TextureSet1s (Tex1) can house multiple textures all swizzled together in one huge transfer for the GS memory.
    1 point
  28. You can get some good results with ImageHeat https://github.com/bartlomiejduda/ImageHeat At offset 96 you can find fields like: 2 bytes (uint16) - image width 2 bytes (uint16) - image height 4 bytes (uint32) - palette offset
    1 point
  29. Done a few more optimisations to reduce the number of submeshes down to a reasonable level. Still work in progress:
    1 point
  30. It doesn't extract anything from the new file, maybe because the file that i upload here was obsolete? I've attached the new one. Before, I had attached the old one from two years ago from another guy. I'm sure there's some text inside folders called scenes. Game Download link (24 gb) https://exe.playbpsr.com/download/StarLauncher Setup1.0.285.exe m0.rar
    1 point
  31. These files cannot be opened with UABEA or Asset Studio. They are in .pkg format, but the file still appears to be a normal Unity bundle archive. I am only interested in extracting the clean game text so that I can translate it and inject it back in. https://www.mediafire.com/file/3jdp3wstro17xhg/SRDM.zip/file
    1 point
  32. thank you so much! i've tested the script on another similar game Surviving High School (they both use .exp episode files) and can confirm it works there too
    1 point
  33. The file format itself isn't too terribly complex it seems? There's seemingly no compression for those files either (at least in the demo). I've written a basic file extractor, it's probably far from perfect though.pac_extract.py
    1 point
  34. Hi, I'm nocturnalrhys (I lost my account) and I would like to share the documentation I'm doing about this game. I know some people don't like this game, but I do, and I'd like to take this .elf further. Currently, I've been documenting some features for 4 days in a row. Let's say I'm at 1.1% of the documentation, there are still more features to discover. But if anyone would like to contribute on GitHub, I've left a quick and easy documentation on how to use the source code I've left. PS: I don't really know if I've posted well https://github.com/NamelessDB/dbzsg_sc/tree/main
    1 point
  35. I still need to fix the tri-strip winding so that it looks right, but here's a couple of examples of maps 4 and 9 without textures.
    1 point
  36. this https://sites.google.com/view/3d-model-archives/tools/akderebur-tools/valkyrie-profile-ak some tools part is missing.
    1 point
  37. 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.zip
    1 point
    https://www.virustotal.com/gui/file/aae64fc064a4d560d598a84049249ca80526a7c2cdca2d29d4b2f5328257ab3a Trojan
    1 point
  38. Version 0.6

    198 downloads

    Work in progress, build 0.6 For instructions and support join reshax discord: https://reshax.com/topic/138-reshax-discord-server Currently, we must be able to replace any mesh in the game, including Aloy and other characters, robots, or environment parts. Also possible to replace most textures.
    1 point
  39. I've just released a new version of ImageHeat 🙂 https://github.com/bartlomiejduda/ImageHeat/releases/tag/v0.25.2 Changelog: - Added support for new pixel formats: PVRTCI_2bpp_RGB, PVRTCI_2bpp_RGBA, PVRTCI_4bpp_RGB, PVRTCI_4bpp_RGBA, PVRTCII_2bpp, PVRTCII_4bpp, ETC1, BW1bpp, SharedExponentR9G9B9E5, RGBG8888, GRGB8888, ETC2_RGB, ETC2_RGBA, ETC2_RGB_A1, EAC_R11, EAC_RG11, ASTC_4x4, ASTC_5x4, ASTC_5x5, ASTC_6x5, ASTC_6x6, ASTC_8x5, ASTC_8x6, ASTC_8x8, ASTC_10x5, ASTC_10x6, ASTC_10x8, ASTC_10x10, ASTC_12x10, ASTC_12x12, ASTC_3x3x3, ASTC_4x3x3, ASTC_4x4x3, ASTC_4x4x4, ASTC_5x4x4, ASTC_5x5x4, ASTC_5x5x5, ASTC_6x5x5, ASTC_6x6x5, ASTC_6x6x6, BASISU_ETC1S, BASISU_UASTC, RGBM, RGBD - Added "Step-By-Page" shortcut - Added new Nintendo Switch unswizzle type - Added new PS4 unswizzle type - Added X360 and GameCube byteswap
    1 point
  40. What command do i have to use to unpack all pkg files? Since the game has over 200 of them. Nevermind got it
    1 point
  41. I really don't understand this .mpk file. Is this file the same as the .pak pubg file that can be extracted and find a collection of other files inside?
    1 point
  42. Old Chipicao tool works fine: M3G2FBX.zip M3G2FBX-master.zip
    1 point
  43. okaayyyyy... turns out my previous copy of Wangan Midnight PS3 I downloaded from was a very bad copy which is why I got this error, so I downloaded another copy and now it finally works with TXRExtractor right now. At least I can finally open new topic for ripping Wangan Midnight PS3 model/textures.
    1 point
  44. OK, I set up a github repository to host the scripts, hopefully they'll help anyone who's curious about it! https://github.com/ScornMandark/G-SaviourExtract
    1 point
  45. sorry guys, I'd been too busy in real life and didn't come back here. for GS texture, 0x14 is 8bits indices + 256 color palette, 0x13 is 4bits indices + 16 color palette and 0x02 is 16bits pixel without palette. also after W and H, there is a short value for no. mipmaps. I made two quickbms script to convert md to nj and gs/gsp to tm2 directly. hope it help! :) G_Scripts.rar
    1 point
  46. The tool is now available. Download: https://github.com/Wildenhaus/IndexV2/releases How to use:
    1 point
  47. It's just a sample, if you want it to work you need to use Segatools and get the full Rom. After fc.exe is started normally, the hardware IO device will be checked. If passed, it will try to connect to the All.Net and Aime servers. Segatools uses IAT Hook to simulate the DirectX input into the corresponding IO input and inject it into the main program. The program only have a hardware checker program(maybe IO Checker) and does not use any user-level dlls. Almost all program codes are in fc.exe, and only a few lua scripts are in the rom folder. The rom folder mainly stores game Assets and DataBase, as well as some external shaders. Unfortunately I can't provide the full Rom here, sensitive content such as complete Rom cannot be uploaded in XeNTax, although I don’t know if this rule is also followed here, but you can try looking for it on the internet, Good Luck.
    1 point
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