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  1. I'm trying my best to make it load somehow
    4 points
  2. Actually the LZSS provide above, is wrong, for the files. I did the reverse enginner of the algorithim, Try the tool, see if the image get right TenchuWoH_DeCompressor.zip
    3 points
  3. Version 1.0.0

    14 downloads

    Broken Sword - Shadow of the Templars (1996) * bs1_1996_clu_export.py * bs1_1996_clu_import_and_patch.py Required: Python. When installing, make sure to check “Add python.exe to PATH.” Usage: * Copy the swordres.rif and text.clu files into the same folder as the .py files. * Run bs1_1996_clu_export.py: this will extract the texts into Text_exported.txt. * Translate it, then rename the finished file to Text_translated.txt. * Run bs1_1996_clu_import_and_patch.py: this will insert the translated texts back into text.clu and modify swordres.rif. * The new files will be created with the _new suffix. Tested with GoG (2.0.0.8) and Steam Reforged Free DLC FEARka
    3 points
  4. 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_utils
    2 points
  5. models.zip Here's the map FBX files I got.
    2 points
  6. Let's just say Im remaking a certain game. But in VR
    2 points
  7. I am updating the Noesis script from this post to handle more versions of the 3D model rsf format. Soon I will release an update to the script. Meanwhile, as a sample, I want to show some extracted models that we were not able to extract with the old script. On the top left corner we find the Orange Bowl stadium from NCAA 08. On the top right corner we see the hologram (a ficticious one) stadium from Madden 13. The low left corner shows the LA Memorial Coliseum from Madden 12 or 13 and finally on the low right corner we find the Louisiana Tech stadium from NCAA 12. All these rsf files come from the PS3 versions of the games with data in big endian. The script can handle data in little endian too, for example rsf files coming from PS Vita games. I am almost 100% sure that the updated script will be able to handle rsf files from NCAA 08 to NCAA 14 and Madden 07 to Madden 17 with no issues.
    2 points
  8. thanks 2001_800xcsled.zip 1999_440xcrsled.zip
    1 point
  9. 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
  10. I found the solution. Use the pak.py python script (i uploaded) in the same directory as the .data file This will extract the UE4 .pak file from the .data file Since the version is 4.27, use the QuickBMS 4.27 Unreal Engine Script to extract all data! Then you can use UModel to extract models/audio etc! # Unreal Engine 4 - Unreal Tournament 4 (*WindowsNoEditor.pak) (script 0.4.27e) # script for QuickBMS http://quickbms.aluigi.org math NO_TAIL_INFO = 0 # set it to 1 for archives with corrupt/missing tail information (extract without index) math VERSION = 3 # set it to 3 if NO_TAIL_INFO = 1 for most of modern games quickbmsver "0.12" callfunction QUICKBMS_4GB_CHECK 1 # set your AES_KEY here as umodel hex ("0x1122...") or C string ("\x11\x22...") # don't change AES_KEY_IS_SET, it will be handled automatically set AES_KEY binary "" math TOC_FILE = 0 math ALTERNATIVE_MODE = 0 math AES_KEY_IS_SET = 0 math BASE_PATH_INCLUDED = 1 math DIR_FLAG = 1 math NAME_FROM_ARRAY = 0 math SKIP_COUNT = 0 get ARCHIVE_NAME basename get ARCHIVE_PATH FILEPATH math CHUNK_OFFSET_ABSOLUTE = -1 # default, enabled # 1 = HIT math WORKAROUND = 0 if NO_TAIL_INFO != 0 get OFFSET asize math ALTERNATIVE_MODE = 1 else goto -0xcc # version 11 (4.26-4.27) savepos MAGIC_OFF get MAGIC long get VERSION long endian guess VERSION get OFFSET longlong get SIZE longlong getdstring HASH 20 xmath SIZE "MAGIC_OFF - OFFSET - 1" get FSIZE asize savepos CUR_POS if CUR_POS = FSIZE string COMP1 = "" else get CHECK byte if CHECK > 1 goto -1 0 SEEK_CUR endif getdstring COMP1 32 getdstring COMP2 32 string COMP1 l COMP1 string COMP2 l COMP2 endif if VERSION >= 3 goto MAGIC_OFF goto -1 0 SEEK_CUR get ENCRYPTED byte if ENCRYPTED != 0 callfunction SET_AES_KEY 1 log MEMORY_FILE5 OFFSET SIZE encryption "" "" else log MEMORY_FILE5 OFFSET SIZE endif math TOC_FILE5 = -5 endif goto 0 callfunction GET_BASE_PATH 1 endif get FILES long TOC_FILE5 getdstring DUMMY 12 TOC_FILE5 get HASHES_OFFSET longlong TOC_FILE5 math HASHES_OFFSET - OFFSET get HASHES_SIZE longlong TOC_FILE5 getdstring DUMMY 24 TOC_FILE5 get NAMES_OFFSET longlong TOC_FILE5 math NAMES_OFFSET - OFFSET get NAMES_SIZE longlong TOC_FILE5 getdstring DUMMY 24 TOC_FILE5 savepos BASE_INDEX_OFF TOC_FILE5 goto NAMES_OFFSET TOC_FILE5 math CHUNK_SIZE = 0x10000 # just in case... for i = 0 < FILES callfunction GET_NAME_AND_OFFSET 1 if NAME = "" continue NEXT0 endif savepos TMP_OFF TOC_FILE get OFFSET longlong TOC_FILE get ZSIZE longlong TOC_FILE get SIZE longlong TOC_FILE get ZIP long TOC_FILE getdstring HASH 20 TOC_FILE math CHUNKS = 0 math ENCRYPTED = 0 if VERSION >= 3 if ZIP != 0 get CHUNKS long TOC_FILE for x = 0 < CHUNKS get CHUNK_OFFSET longlong TOC_FILE get CHUNK_END_OFFSET longlong TOC_FILE putarray 0 x CHUNK_OFFSET putarray 1 x CHUNK_END_OFFSET next x endif get ENCRYPTED byte TOC_FILE get CHUNK_SIZE long TOC_FILE endif #if ALTERNATIVE_MODE != 0 savepos TMP_OFF TOC_FILE math OFFSET + TMP_OFF #endif #comtype copy callfunction COMPRESSION_TYPE 1 if CHUNKS > 0 log NAME 0 0 append math TMP_SIZE = SIZE if CHUNK_OFFSET_ABSOLUTE < 0 && OFFSET != 0 getarray CHUNK_OFFSET 0 0 if CHUNK_OFFSET u< OFFSET math CHUNK_OFFSET_ABSOLUTE = 0 else math CHUNK_OFFSET_ABSOLUTE = 1 endif endif for x = 0 < CHUNKS getarray CHUNK_OFFSET 0 x getarray CHUNK_END_OFFSET 1 x math CHUNK_ZSIZE = CHUNK_END_OFFSET math CHUNK_ZSIZE - CHUNK_OFFSET math CHUNK_XSIZE = CHUNK_ZSIZE if ENCRYPTED != 0 callfunction SET_AES_KEY 1 math CHUNK_XSIZE x 16 endif if TMP_SIZE u< CHUNK_SIZE math CHUNK_SIZE = TMP_SIZE endif math CHUNK_OFFSET = OFFSET if ZIP == 0 log NAME CHUNK_OFFSET CHUNK_SIZE 0 CHUNK_XSIZE else clog NAME CHUNK_OFFSET CHUNK_ZSIZE CHUNK_SIZE 0 CHUNK_XSIZE endif math TMP_SIZE - CHUNK_SIZE math OFFSET + CHUNK_XSIZE next x append else # the file offset points to an entry containing # the "same" OFFSET ZSIZE SIZE ZIP HASH ZERO fields, # just an additional backup... so let's skip them savepos BASE_OFF TOC_FILE math BASE_OFF - TMP_OFF math OFFSET + BASE_OFF math XSIZE = ZSIZE if ENCRYPTED != 0 callfunction SET_AES_KEY 1 math XSIZE x 16 endif if ZIP == 0 math BLOCK = 0x40000000 xmath FSIZE "OFFSET + ZSIZE" log NAME 0 0 append for OFFSET = OFFSET < FSIZE xmath DIFF "FSIZE - OFFSET" if DIFF < BLOCK math XSIZE = DIFF if ENCRYPTED != 0 math XSIZE x 16 endif log NAME OFFSET DIFF 0 XSIZE else log NAME OFFSET BLOCK endif math OFFSET + BLOCK next append else clog NAME OFFSET ZSIZE SIZE 0 XSIZE endif endif encryption "" "" if ALTERNATIVE_MODE != 0 if CHUNKS == 0 math OFFSET + XSIZE endif goto OFFSET get TMP1 longlong get CHECK byte if TMP1 == 0 && CHECK != 0 goto OFFSET continue NEXT1 else goto OFFSET endif xmath CHECK "0x800 - (OFFSET % 0x800)" if CHECK <= 16 padding 0x800 endif savepos OFFSET get TMP1 longlong get TMP2 longlong if TMP2 == 0 padding 0x800 else goto OFFSET endif label NEXT1 endif label NEXT0 next i print "\nEntries ignored: %SKIP_COUNT%" for i = 0 < SKIP_COUNT getarray NAME 7 i print "Ignored entry: %NAME%" next i startfunction SET_AES_KEY_ASK math AES_KEY_IS_SET = 1 print "The archive is encrypted, you need to provide the key" if AES_KEY == "" set KEY unknown "???" else set KEY binary AES_KEY endif if KEY == "" math AES_KEY_IS_SET = -1 set AES_KEY string "No key provided, encryption disabled" elif KEY strncmp "0x" string KEY << 2 string AES_KEY h KEY else set AES_KEY binary KEY endif print "KEY: %AES_KEY%" endfunction startfunction SET_AES_KEY if AES_KEY_IS_SET == 0 callfunction SET_AES_KEY_ASK 1 endif if AES_KEY_IS_SET > 0 encryption aes AES_KEY "" 0 32 endif endfunction startfunction GET_BASE_PATH get NAMESZ long TOC_FILE5 getdstring BASE_PATH NAMESZ TOC_FILE5 if NAMESZ != 0x0A && NAMESZ < 0xFF string BASE_PATH | "../../../" math BASE_PATH_INCLUDED = 0 endif endfunction startfunction CHECK_UNICODE if NAMESZ >= 0 getdstring RESULT NAMESZ TOC_FILE5 else math NAMESZ n NAMESZ math NAMESZ * 2 getdstring RESULT NAMESZ TOC_FILE5 set RESULT unicode RESULT endif endfunction startfunction GET_NAME_AND_OFFSET if NAME_FROM_ARRAY = 1 if CURR_NAME < DIR_FILES getarray NAME 5 CURR_NAME getarray OFFSET 6 CURR_NAME goto OFFSET math CURR_NAME + 1 if CURR_NAME = DIR_FILES math NAME_FROM_ARRAY = 0 endif endif else if DIR_FLAG = 1 get DIR_COUNT long TOC_FILE5 math DIR_FLAG = 0 endif if DIR_COUNT = 0 math DIR_FLAG = 1 callfunction GET_NAME_AND_OFFSET 1 else math DIR_COUNT - 1 get NAMESZ signed_long TOC_FILE5 callfunction CHECK_UNICODE 1 string DIR_NAME = RESULT get DIR_FILES long TOC_FILE5 if DIR_FILES = 0 callfunction GET_NAME_AND_OFFSET 1 else for y = 0 < DIR_FILES get NAMESZ signed_long TOC_FILE5 callfunction CHECK_UNICODE 1 string NAME = RESULT string NAME p "%s%s" DIR_NAME NAME if BASE_PATH_INCLUDED == 0 string NAME p "%s%s" BASE_PATH NAME endif putarray 5 y NAME get OFFSET long TOC_FILE5 savepos TMP_INDEX_OFF TOC_FILE5 if OFFSET != 0x80000000 && OFFSET != 0x7FFFFFFF xmath INDEX_OFF "BASE_INDEX_OFF + OFFSET" goto INDEX_OFF TOC_FILE5 get FLAGS long TOC_FILE5 xmath HAS_SIZE "FLAGS & 0x3F" xmath IS_64 "FLAGS >> 28" if HAS_SIZE = 0x3F get CHUNK_SIZE long TOC_FILE5 endif if IS_64 = 0xE get OFFSET long TOC_FILE5 else get OFFSET longlong TOC_FILE5 endif else putarray 7 SKIP_COUNT NAME math SKIP_COUNT + 1 string NAME = "" putarray 5 y NAME endif putarray 6 y OFFSET goto TMP_INDEX_OFF TOC_FILE5 next y math NAME_FROM_ARRAY = 1 math CURR_NAME = 0 callfunction GET_NAME_AND_OFFSET 1 endif endif endif endfunction startfunction COMPRESSION_TYPE if COMP1 = "" comtype zlib endif if ZIP = 1 && COMP1 = "zlib" comtype zlib elif ZIP = 1 && COMP1 = "zstd" comtype zstd elif ZIP = 1 && COMP1 = "oodle" comtype oodle elif ZIP = 1 && COMP1 = "lz4" comtype lz4 elif ZIP = 1 && COMP1 = "gzip" comtype gzip elif ZIP = 2 && COMP2 = "zlib" comtype zlib elif ZIP = 2 && COMP2 = "zstd" comtype zstd elif ZIP = 2 && COMP2 = "oodle" comtype oodle elif ZIP = 2 && COMP2 = "lz4" comtype lz4 elif ZIP = 2 && COMP2 = "gzip" comtype gzip elif ZIP = 3 || ZIP = 4 || ZIP = 0x10 # 3 - Faith of Danschant, 4 - Days Gone, 10 - Ashen comtype oodle if WORKAROUND == 2 comtype lz4 endif endif endfunction startfunction QUICKBMS_4GB_CHECK math TMP64 = 0x10000000 math TMP64 * 16 if TMP64 == 0 print "You must use quickbms_4gb_files.exe with this script!" cleanexit endif endfunction pak.py
    1 point
  11. 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
  12. Hello, I have managed to get the game files and uploaded to AssetStudio to view them, and I found Texture2Ds and Sprites but some of the assets are missing. For an example, there are literally no audio/voice files at all. Then, I noticed AssetStudio doesnt recognize the assets inside a folder called "ondemand" and there are about 2k assets there and I think they are encrypted/compressed. Here is one of the examples of the encrypted assets: Is there a way to decrypt/decompress this type of file? I think those are the remaining assets. If anyone can help me I would really apprecaite it. 5db8fd68-da55-9c4a-c71f-84af76d61103.7z
    1 point
  13. I have a basic exporter for 3ds max here https://github.com/taylorfinnell/onbadexporter
    1 point
  14. Just found these forums, that's my github in the OP. Happy to help. This may help you too https://github.com/taylorfinnell/on3diimporter/blob/main/on3diimporter.py
    1 point
  15. 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
  16. 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
  17. 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
  18. 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.zip
    1 point
  19. Version 1.0.0.0

    5 downloads

    // Gorky 17 Modding tools GUI .:: Introduction ::. Gorky 17 Modding Tools is a powerful utility that lets you extract and build .kdt and .dta archives. It supports both single-file (selected file) and full archive extraction. In addition, the program includes an SPR-to-image converter, file list generator, script reader, image inspector, and many other useful features! .:: Knowing issues ::. There's an unknown issue with the .spr files. They can be read, displayed, and converted to any image format, but I assume there’s a problem with the RLE compression. The investigation is in progress, and this issue will be fixed in the next update. .:: OS Support ::. Built and tested on Windows 11 64 bit. The native linux version of the tool will be released soon. .:: Special thanks to ::. Krisztian Kispeti, Lead Dev: K's Interactive.
    1 point
  20. 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
  21. This .pud files is another container that contains custom lzss blocks files, for example Title.pud contains 2 images with custom lzss compressed, if you decompress it you will see..
    1 point
  22. Edit - just tested it and no 4 mrts is uv, you was right in saying the 4th one is the uv maps by the rule
    1 point
  23. 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.zip
    1 point
  24. Hi experts. I'm trying to read the MT2 images from Indiana Jones and the Emperor's Tomb (PS2), but I'm stuck trying to piece it all together. The images in the PC version are 32-bit RGBA, so that's easy, and gives us a comparison. For the same image in the PS2 version, it seems to be broken down like this... 64 bytes - basic image data (filename, width, height, etc) width*height/2 - 4-bit pixel values (with 4bit PS2 swizzling) width*height/8 - color values This is what the pixel block looks like, as 4-bit values in grayscale: The color values in the last block, look to be something similar to RGBA5551, so even though the length of this block is width*height/8, as they are 16-bit colors, there are actually only width*height/16 colors. This is what the color block looks like when read as RGBA5551 color values: ... you can see the image in that "color block". I know it's not quite the right colors, but think it might just need some color striping applied to it, or it might not be exactly RGBA5551. As the width/height increase, so does the size of the color block, so it's not a plain palette, it's proportional to the image size. For example, for a 128x128 image, the color block is 2048 bytes. For a 256x256 image, the color block is 8192 bytes. I'm struggling to work out how to join the "pixel" block and the "color" block together so that we end up with a usable image that looks similar to the PC image. I'm assuming maybe we need to generate some in-between colors like in a DDS image, or otherwise apply some kind of "intensity" to the colors or something like that. I've never seen anything like this before - is anyone able to assist in understanding this please? I have attached a ZIP with the PC image, the PS2 image file, and PNGs for both the "pixel" block and the "color" block, so you can clearly see there is a correlation between the 2 blocks. Thanks for your help! vinehead.zip
    1 point
  25. Well, use my old c++ tool, it should work now, tried to rewrote in python for training python syntax, and maybe i did something wrong. ZstdMagicExtractor.zip ZstdMagicExtractor-release version.zip
    1 point
  26. 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
  27. It uses a 1-byte xor encryption - you can use the attached QuickBMS script to decrypt it. The resulting file is a zip file with audio and other file types in. Hopefully the other files will all be the same. odau.zip
    1 point
  28. Tutorial which describes how to export-import Horizon Forbidden West game assets by use of id-daemons HFW import tool: Required programs/tools: id-daemons HFW import tool Blender 3.6 ASCII Import-Export Blender Add-on (HFW) HFW Export-Import Tutorial.pdf
    1 point
  29. Sorry, my bad, now i see, list look similiar how my old
    1 point
  30. Because the fmlb and sound file does exits anymore because when before Game shutdown that files are dynamic content but some files like that are available in beta versión APK and obb but no all files
    1 point
  31. I have released an early version of the tool that can do just meshes with their material names/skeleton:
    1 point
  32. *(I think you should mention the author.)
    1 point
  33. So I was wrong, Conker's Eyes don't rely on a shader to make them look correct, the eyes have 3 UV channels for the Pupil, Highlight, and the Eye Lids. I just recently implemented the Multi UV Channel support
    1 point
  34. I checked jmox files but mesh needs transformation... Here's quick sum up content of *.pack archives. main = ? > mixed mdc = jmox > models cars mde = jmox > models environment so = xvs > sounds lm = jtex > textures prb = jtex > textures gin = jtex > textures
    1 point
  35. 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.zip
    1 point
  36. 42 downloads

    This is attachment from ZenHAX posted by rengareng in topic: Metro: Exodus vfx unpacker
    1 point
  37. 3 downloads

    This is attachment from ZenHAX posted by petventh in topic: JX3 HD Remake ??3 (.dat files)
    1 point
  38. Does anyone know more about the mcd format used by EA? Models are packed inside the rsf format and it is possible to extract them with the rsf.bms script. I managed to make a Noesis script to view the models, but reading the skeletons is hard for me and I don't know how to proceed with them. Vertex weights are stored in a table that starts with the tag TIEW in mcd and skeleton data in FRGS in .skel file. I would appreciate any kind of help to import the skeletons into noesis. Preview in Noesis: https://imgur.com/a/o2dQvCl fmt_NHL21_mcd.py rsf.bms.zip nhl21model.zip
    1 point
  39. not quite sure about uvs, try ofs 17 for U and ofs 21 for V, (all as Short) sample for 4e153346.SGGR
    1 point
  40. 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
  41. 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
  42. 1 point
  43. 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
  44. I'm still not sure how to run it, unless I'm doing something wrong, it doesn't seem to be working
    1 point
  45. 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
  46. 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
  47. 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
  48. This thread is about the audio extraction tools from the legacy Dead Space trilogy (Dead Space, Dead Space 2, Dead Space 3). All of the tools were downloaded from Xentax years back, so credit to all of the original makers of the tools go to them. I just want to preserve them in a single place. I don't recall from memory any more what all of these file formats were, so I'm probably not much help with the usage. I'm just pasting links of the tools I had uploaded to my Mediafire account in 2018. However, what I do remember is that some of these tools that supposedly worked with two games were acting out a bit so I just in case had made seperate versions for each game. Dead Space 1 definitely has its own file formats and tools that don't work on Dead Space 2 and 3 and wise versa. I believe SBK unpacker works for all of the games but I'm not 100% sure. Exa unpacker was for Dead Space 2 specifically and EALayer for Dead Space 3, but I'm not sure if they could be modified so that one tool works with a single game. To be honest, if I was more knowledgeable, I'd just make one megatool with a proper UI that can open and extract from all of the games since having these billion exe files is frustrating. =============================== Universal .STR and DS2-3 BigFile formats' RickVisceral's BigViewer (Note that the BigFile extractor has its own UI and the STR file opener is included in the same folder. I'm pretty sure the STR file tool works with DS1 since I don't have any seperate tool for that file format with DS1 label). https://www.mediafire.com/file/vmgh564ita25wqz/RickVisceral110423.zip/file Dead Space (2008) .SNU to .WAV https://www.mediafire.com/file/tnisaj3elv77ajy/ds1_.snu_to_wav.rar/file XAS decode https://www.mediafire.com/file/tt61elv4u4sr0ca/ds1_xas_decode.rar/file Dead Space 2 (2011) SBK Unpacker https://www.mediafire.com/file/fdr8f6y5mpxf9gt/SBK_unpacker_DS1-3.rar/file EXA to MP3 https://www.mediafire.com/file/240allqyd7a6eck/DS2_EXA_to_mp3.zip/file Dead Space 3 (2013) EALayer (same as exa to mp3 if I recall but for Dead Space 3 only) https://www.mediafire.com/file/gg10lwpe0i6blla/ds3_ealayer.rar/file If I recall, some audio files can't be extracted for some reason, I think it was because they use console audio formats for some reason. For one, I recall that Dead Space 3 audiostreams folder was missing quite a bit of music files when I was uploading the whole soundtrack on YouTube some 6 years back so I had to resort to recording in the game. Also, the NPC chatter sounds come in multiple languages, so if you want English version, you need to pick the right one from the number stack. So don't be alarmed if you think you're missing some final audio files. Here are all of the 3D model tools: Edit: Here are all the tools linked to this forum instead of Mediafire: Gibbed Visceral viewer (DS2-3 archive unpacker, DS1-3 .STR unpacker) Visceral Viewer DS2-3 Parsed.rar Here is the uncompiled version of the Visceral viewer. I don't see the Dead Space 3 file list, so the version I originally received from Xentax, that I have attached, is much more up to date. https://github.com/gibbed/Gibbed.Visceral DS2-3 EAlayer (exa / snu to MP3) ds2 ealayer.rards3 ealayer.rar DS1 SNU to WAV ds1 towav snu.rar DS1-3 SBK unpack (DS2 version works with DS1 as I recall) ds2-3 sbk unpack.rar DS1 Xas decode (exa to wav or mp3) ds1 xas_decode.rar Credits go to all the original authors of these tools, I am merely reuploading them for the sake of preservation purposes and take credit only for that.
    1 point
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