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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
501 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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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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I used the file "tex_DeadSpaceMobile.py" from this GitHub link provided by Sleepyzay Here is the link Sleepyzay mentioned adding the script to the repository in a later post. When you have the file, just add it to the folder "noesisv4474\plugins\python" and you should be good to extract the textures after restarting Noesis or pressing "Reload Plugins" in the "Tools" category on the hotbar.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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When i get home, i will compile the decompressor/compressor unpack and pck tool, is one all tool. std::vector<uint8_t> compressLZSSBlock(const std::vector<uint8_t>& input) { const int MIN_MATCH = 3; // comprimento mínimo para virar par const int MAX_MATCH = 17; // (0xF + 2) const int DICT_SIZE = 4096; const size_t n = input.size(); // Dicionário igual ao do descompressor std::vector<uint8_t> dict_buf(DICT_SIZE, 0); size_t dict_index = 1; // mesmo índice inicial do descompressor size_t producedBytes = 0; // quantos bytes já foram "gerados" (saída lógica) std::vector<uint32_t> flagWords; uint32_t curFlag = 0; int bitsUsed = 0; auto pushFlagBit = [&](bool isLiteral) { if (bitsUsed == 32) { flagWords.push_back(curFlag); curFlag = 0; bitsUsed = 0; } if (isLiteral) { // bit 1 = literal (mesmo significado do descompressor) curFlag |= (1u << (31 - bitsUsed)); } ++bitsUsed; }; std::vector<uint8_t> literals; std::vector<uint8_t> pairs; literals.reserve(n); pairs.reserve(n / 2 + 16); size_t pos = 0; while (pos < n) { size_t bestLen = 0; uint16_t bestOffset = 0; if (producedBytes > 0) { // tamanho máximo possível para este match (não pode passar do fim do input) const size_t maxMatchGlobal = std::min(static_cast<size_t>(MAX_MATCH), n - pos); // percorre todos os offsets possíveis do dicionário for (int off = 1; off < DICT_SIZE; ++off) { if (dict_buf[off] != input[pos]) continue; // --- SIMULAÇÃO DINÂMICA DO DESCOMPRESSOR PARA ESTE OFFSET --- uint8_t candidateBytes[MAX_MATCH]; size_t candidateLen = 0; for (size_t l = 0; l < maxMatchGlobal; ++l) { const int src_index = (off + static_cast<int>(l)) & 0x0FFF; // valor em src_index, levando em conta que o próprio bloco // pode sobrescrever posições do dicionário (overlap) uint8_t b = dict_buf[src_index]; // Se src_index for igual a algum índice de escrita deste MESMO par // (dict_index + j), usamos o byte já "gerado" candidateBytes[j] for (size_t j = 0; j < l; ++j) { const int dest_index = (static_cast<int>(dict_index) + static_cast<int>(j)) & 0x0FFF; if (dest_index == src_index) { b = candidateBytes[j]; break; } } if (b != input[pos + l]) { // não bate com o input, para por aqui break; } candidateBytes[l] = b; ++candidateLen; } if (candidateLen >= static_cast<size_t>(MIN_MATCH) && candidateLen > bestLen) { bestLen = candidateLen; bestOffset = static_cast<uint16_t>(off); if (bestLen == static_cast<size_t>(MAX_MATCH)) break; // não tem como melhorar } } } if (bestLen >= static_cast<size_t>(MIN_MATCH)) { // --- CODIFICA COMO PAR (offset, length) --- pushFlagBit(false); // 0 = par uint16_t lengthField = static_cast<uint16_t>(bestLen - 2); // 1..15 uint16_t pairVal = static_cast<uint16_t>((bestOffset << 4) | (lengthField & 0x0F)); pairs.push_back(static_cast<uint8_t>(pairVal & 0xFF)); pairs.push_back(static_cast<uint8_t>((pairVal >> 8) & 0xFF)); // Atualiza o dicionário exatamente como o DESCOMPRESSOR: // for (i = 0; i < length; ++i) { // b = dict[(offset + i) & 0xFFF]; // out.push_back(b); // dict[dict_index] = b; // dict_index = (dict_index + 1) & 0xFFF; // } for (size_t i = 0; i < bestLen; ++i) { int src_index = (bestOffset + static_cast<uint16_t>(i)) & 0x0FFF; uint8_t b = dict_buf[src_index]; dict_buf[dict_index] = b; dict_index = (dict_index + 1) & 0x0FFF; } pos += bestLen; producedBytes += bestLen; } else { // --- LITERAL SIMPLES --- pushFlagBit(true); // 1 = literal uint8_t literal = input[pos]; literals.push_back(literal); dict_buf[dict_index] = literal; dict_index = (dict_index + 1) & 0x0FFF; ++pos; ++producedBytes; } } // Par terminador (offset == 0) pushFlagBit(false); pairs.push_back(0); pairs.push_back(0); // Flush do último flagWord if (bitsUsed > 0) { flagWords.push_back(curFlag); } // Monta o bloco final: [u32 off_literals][u32 off_pairs][flags...][literais...][pares...] const size_t off_literals = 8 + flagWords.size() * 4; const size_t off_pairs = off_literals + literals.size(); const size_t totalSize = off_pairs + pairs.size(); std::vector<uint8_t> block(totalSize); auto write_u32_le = [&](size_t pos, uint32_t v) { block[pos + 0] = static_cast<uint8_t>(v & 0xFF); block[pos + 1] = static_cast<uint8_t>((v >> 8) & 0xFF); block[pos + 2] = static_cast<uint8_t>((v >> 16) & 0xFF); block[pos + 3] = static_cast<uint8_t>((v >> 24) & 0xFF); }; write_u32_le(0, static_cast<uint32_t>(off_literals)); write_u32_le(4, static_cast<uint32_t>(off_pairs)); size_t p = 8; for (uint32_t w : flagWords) { block[p + 0] = static_cast<uint8_t>(w & 0xFF); block[p + 1] = static_cast<uint8_t>((w >> 8) & 0xFF); block[p + 2] = static_cast<uint8_t>((w >> 16) & 0xFF); block[p + 3] = static_cast<uint8_t>((w >> 24) & 0xFF); p += 4; } std::copy(literals.begin(), literals.end(), block.begin() + off_literals); std::copy(pairs.begin(), pairs.end(), block.begin() + off_pairs); return block; } @morrigan my compressor, try it, and let me know the results.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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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-84af76d61103.7z1 point
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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
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.ilv.txth: codec = PSX channels = 2 sample_rate = 44100 interleave = 0x4000 num_samples = data_size1 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 did the descompressor and compressor but in c++, need to test the compressor thought, because is compressing better than the original. Test in game and show the results, if works. MACROSS_PS1_TOOL.zip1 point
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Okay, thanks for the lead. I successfully uncompressed the PUD file, and it is indeed a container. The value 0x2 represents the number of files within it. The uncomressed images are raw pixel data and need to be combined with the PAL file to get the correct image. can use imageheat to view the correct image.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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# 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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It's not just 1 block of data, there are multiple compressed ZSTD blocks in your sample file that have to be joined together - e.g. at 0, 0x129b0, 0x31dd0, etc.. It looks as though each file is preceded by the compressed size and anotherr value, except the first block, which looks to be a compressed size of 0x129a0. You might have cut that bit off in your sample. Each block seems to decompress to 0x40000 bytes except for the last one, which is shorter. I guess the header might have some useful info.1 point
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I've just released a new version of ImageHeat 🙂 https://github.com/bartlomiejduda/ImageHeat/releases/tag/v0.31.2 Changelog: - Added new pixel formats: APLHA4, ALPHA4_16X, ALPHA8, ALPHA8_16X, RGBA6666, RGBX6666, BGRT5551, BGRT8888, PAL8_TZAR, BGRA5551, BGRA5551_TZAR, BGRA8888_TZAR, BGRA4444_LEAPSTER - Added support for LZ4, Emergency RLE, Neversoft RLE, Tzar RLE, Leapster RLE, Reversed TGA RLE - Fixed issue with x360 swizzling - Fixed issue with PS Vita/Morton swizzling for 4-bpp images - Added support for palette values scaling (1x, 2x, 4x, 8x, 16x) - Added dropbox for palette scaling in "Palette Parameters" box - Added funding info1 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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@ikskoks Thank you for this script, I also was able to use it successfully. I had a question about the outputted `.kiw` files, there is bytecode in each file that corresponds to in game instructions like character dialogue expressions, choices, background images and music cues. What is the best way to reverse engineer the bytecode in these files? I am not sure of the game engine that made this but are there any existing parsers or scripts for `.kiw` or similar you know of?1 point
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Awesome man, glad to have helped! If there's any other static meshes you need let me know1 point
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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.bms1 point
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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.1 point
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Version 0.0.2
17 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.zip1 point -
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 yourself1 point
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Version 1.0.0
1,186 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 -
use my plugin for Noesis arc_zlib_plzp_lang_vfs.py (which I mentioned earlier) it recursively unpacks all files, at the output you will get *.png, *.wav, *.pm3, *.vram, *.text, *.pvr and e.t.c You can also find a link to the plugin for 3D models *.vram above in the same topic. (*.pvr can open in PVRTexTool)1 point
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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
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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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Mostly, PNG files are decompressed, so it's fairly easy to edit and reimport them. However, you need to compress your PNG files using the site iLoveIMG. For example, if the original PNG is 10 KB, your PNG must be 10 KB or less, so you will need to compress it on the site. I’ve attached 3 files: Two BMS scripts: One script will unpack the data, decompressing all files. The other script will unpack the file without decompressing it (this is the one you should use for reimporting; reimport with -r, not reimport 2 in quick bms). A Python script (.py): This program decompresses and compresses zlib files individually. I have set a compression level to reduce the file size even further. Use this if you need to handle compressed files. zlib_DeCompressor.py BMS.ZIP1 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 I didn’t quite understand your goal, but you can’t just take files from the game and compile them back into the game.) Edit: ah, I read a few posts above, you need to compile Asset Studio, not the game files.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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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
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