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Version 1.0.0
18 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 โAdd python.exe to PATH.โ 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 FEARka2 points -
I've just released new version of ImageHeat ๐ https://github.com/bartlomiejduda/ImageHeat/releases/tag/v0.39.1 Changelog: - Added new Nintendo Switch unswizzle modes (2_16 and 4_16) - Added support for PSP_DXT1/PSP_DXT3/PSP_DXT5/BGR5A3 pixel formats - Fixed issue with unswizzling 4-bit GameCube/WII textures - Added support for hex offsets (thanks to @MrIkso ) - Moved image rendering logic to new thread (thanks to @MrIkso ) - Added Ukrainian language (thanks to @MrIkso ) - Added support for LZ4 block decompression - Added Portuguese Brazillian language (thanks to @lobonintendista ) - Fixed ALPHA_16X decoding - Adjusted GRAY4/GRAY8 naming - Added support section in readme file2 points
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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
520 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 -
Drag and drop .resources files into the script this will extract all of it's content from there. Next Steps: BMD6MODEL/BMODEL - https://reshax.com/topic/18566-wolfenstein-the-new-order-wolfenstein-the-old-blood-bmd6modelbmodel-files/#comment-101213 BIMAGE - https://reshax.com/topic/18567-wolfenstein-the-new-order-wolfenstein-the-old-blood-bimage-files/#comment-101214 STREAMED.RESOURCES - https://reshax.com/topic/18568-wolfenstein-the-new-order-wolfenstein-the-old-blood-streamedresources/#comment-101215 VIRTUALTEXTURES - https://reshax.com/topic/18569-wolfenstein-the-new-order-wolfenstein-the-old-blood-pages-virtualtextures/#comment-101216 wolfesntein_resources.py wolfesntein_resources.zip1 point
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ImageHeat v0.39.2 (HOTFIX) https://github.com/bartlomiejduda/ImageHeat/releases/tag/v0.39.2 Changes: - Fixed hex input - Changed endianess and pixel formats bindings (required for hex input fix)1 point
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hi need help ripping and reverse engineering the Geekjam, Toejam, and the Earl models from Toejam and Earl III for a animation. below are the .funk files (which is located in the bdl folder for some reason idk) and .bmt files for each character. files for toe jammin and fateral.zip1 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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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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I donโt know if this has any effect. https://web.archive.org/web/20230000000000fw_/https://www.zenhax.com/viewtopic.php?t=35471 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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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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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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Yes! Iยดve 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 ๐ (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" ๐ 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. ๐1 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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What I'm trying to do is create a new texture and trying to add an alpha channel while hex editing. The Zip File I provided is mostly for demonstration purposes. I'm trying to edit NINJA_FACE_DAMAGE_000, NINJA_FACE_DAMAGE_001, and NINJA_FACE_DAMAGE_002. My biggest problem is that the textures I'm trying to add an alpha channel to is different than it's original textures and is swizzled differently thus the alpha channel will be different. I am aware the image data will always start at 592 (0x250) and palette data differs depending on the size of the texture 64x64 (0x12A0), 128x128 (0x42A0), 256x256 (0x102D0). Anyways, I was able to use ImageHeat to get an alpha channel from the original textures with PAL8 pixel and RGBA8888 palette and exported it. Also, was able to use the ReverseBox Demo 2 to export and import the original textures just to get familiar with it. These are just a few textures that I'm trying to insert into the game and the alpha channels. MKD Texture Edit.zip1 point
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Version 1.0.0.0
8 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 thereโs 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 -
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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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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# 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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Anybody could share mot, tex_db.bin and a model file .bin of a character1 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 versiรณn APK and obb but no all files1 point
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Version 0.0.0.1
11 downloads
Extremely early version of tool, can export a good portion of models in game, some will fail due to version (investigating if this is due to them being old files, or if the game genuinely has a different code path for them, as I can only see 1 in the exe). Some will also fail due to WIP issues with mapping LOD indices (errors or corrupt mesh output) Drag and drop Alan Wake 2's folder onto the exe/pass it via CLI and it will export all binfbx files in the archives. Currently only exports models with material names/skeleton, references to textures and other data is a heavy work in progress, but I felt it was best to get an early version out that can at least export mesh info. Requires Cast plugin to import into Blender/Maya for now, more formats will be supported later: https://github.com/dtzxporter/cast Janitor.CLI.7z1 point -
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Bumping this, if anyone would be an absolute unit to solve the animations it would be greatly appreciated! ๐1 point
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Did you ever figure out the animations format? I'd love to get access to the animations for some stuff but of course, the MOT files are formatted differently ๐1 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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I'm still not sure how to run it, unless I'm doing something wrong, it doesn't seem to be working1 point
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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
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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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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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