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Showing content with the highest reputation since 04/17/2025 in Files

  1. Version 1.0.0

    263 downloads

    My old tool for TLOU2 PS4 fixed to work with PC files. Unpack .psarc files with UnPSARC_v2.7, and then you can use any .PAK file with the tool. Use command line, or just drop .PAK file onto the .exe Work same as old tool, described here: https://web.archive.org/web/20230819184855/https://forum.xentax.com/viewtopic.php?t=22580 After extraction, model and skeleton are in separate files. So they must be manually combined to work together. SMD model & skeleton can be just imported separately and then connected in blender. For ascii it will not work, so you have to open model in text editor, remove first line (0), which is bone number, and copy-paste skeleton there instead of that zero. So far tested on models, textures, maps - all looks fine. Animations are probably wrong, i can look into that later.
    3 points
  2. Version 1.5.0

    3 downloads

    With this tool, you will be able to decompress and compress, unpack and pack the .bin files related to the game's texts and maybe graphics.
    1 point
  3. 1 download

    This is attachment from ZenHAX posted by Acewell in topic: Hakuoki Kyoto Winds .tid
    1 point
  4. 1 download

    This is attachment from ZenHAX posted by Riesz in topic: Idea Factory CL3 and TID
    1 point
  5. 1 download

    This is attachment from ZenHAX posted by Riesz in topic: Idea Factory CL3 and TID
    1 point
  6. Version 0.4.4

    468 downloads

    A QuickBMS archive extraction script for NetEase NeoX Engine NXPK (.npk) archives. Originally authored by aluigi (pre-v0.4.0) and modified by me. Currently Supported Games Force Extraction (no guarantees) Identity V Onmyoji Changelog
    1 point
  7. Version 1.0.1

    213 downloads

    Final Fantasy VII Rebirth tool Exports static and skeletal characters, maps (including nanites). In addition to all DLLs provided here, it requires global.ucas file from the game, it must be in the same folder as .EXE. Usage is similar to previous FF7remake tool. See below. Main difference is that nanite maps (using nanites) are exported in DMF format (download blender plugin for it here). Tool usage: You can use the tool to convert individual assets, or all assets in a folder. 1. To convert one asset, drop asset file onto the tool, or run the tool from command line with asset filename as parameter. If asset file contains a texture, it will create "texture.db" file with information for later use in map extraction. If asset file contains static or skeletal mesh, in will be exported to ASCII. Raw data will also be saved in "staticmesh.raw" & "skeletalmesh.raw" folders for later use in map extraction. If asset file contains a material, it will export material info in a text file, and create "material.db" file with information for later use in map extraction. If "material.db" file already exists next to the tool, it will be updated with newly found materials. If asset file contains a blueprint, it will create "blueprint.db" file with information for later use in map extraction. If "blueprint.db" file already exists next to the tool, it will be updated with newly found blueprints. 2. To convert all assets in a folder, place the tool in that folder and run it. Tool will search that folder and all subfolders for .uasset files and try converting them all. When prompted "are you sure?" you can press "enter" to confirm or Ctrl-C to cancel. 3. To convert maps, drop .umap file onto the tool, or run the tool from command line with umap filename as parameter. Current version will extract static meshes, skeletal meshes, blueprint-generated meshes and nanite "terrain streams" from a map. For map extraction to work, "staticmesh.raw" and "skeletalmesh.raw" folders with previously extracted data must be in the same folder with the tool. If some models will be missing, tool will give messages. If "blueprint.db" file will be next to the tool, it will try and place all models mentioned in blueprints on the map. There's no proper blueprint support, so some models may be placed incorrectly. If "texture.db" file will be next to the tool, it will be used to assign proper material names to nanite parts of a map instead of hashes.
    1 point
  8. Version 0.4.2

    1,665 downloads

    Custom model import tool v0.4 beta + model export (from .model to .ascii) Usage: spiderman_2_pc_mi_04.exe <model> <ascii> <materials> You can use models previously converted form the game: export .model file with ModdingTool, then pass it to spiderman_2_pc_model.exe This will output a model in .ascii format, and materials.txt. Note that due to new LODs/lookgroups layout, export tool now exports ALL meshes with all LODs. You may want to delete lower LODs before importing back to game.
    1 point
  9. Version 1.0.0 [PC]

    290 downloads

    Usage is the same as PS4/PS5 tool, but you dont need oodle dll anymore. Change patch in .ini file, then run tool with asset package code. Example: h2_extr_pc.exe E264
    1 point
  10. Version 1.0.0

    205 downloads

    Works with many Phyre engine games: - Godzilla 2014, - Super Heroine Chronicles - Onechanbara Z2 Chaos - Final Fantasy X/X2 HD remaster - Uta Kumi 575 - Oreimo Happy End - Trails of Cold Steel/Sen no Kiseki
    1 point
  11. Version 1.0.0

    923 downloads

    Uploading all my tools will take a lot of time, so this is temporary solution. Most of my tools were released on zenhax, and now available with wayback machine. But how to find them? Here is a list of all topics from Zenhax archived by wayback machine, including attachments and inline scripts. Find topic name with search or filter (see "horizon zero" screenshot as example), then copy URL for the list, and open it. This way you can download almost all of my tools. And also all tools/scripts published by others through the years.
    1 point
  12. Version 0.92

    294 downloads

    universal script based files extractor and reimporter. QuickBMS supports tons of games and file formats, archives, encryptions, compressions, obfuscations and other algorithms. QuickBMS uses a minimalistic GUI if the executable is double-clicked (launched normally) or from command-line if launched from the console, by using this second mode or a link to the executable it's possible to activate many useful and advanced options. History: the idea was born from the need of a simple and fast solution for handling the archives used by the majority of games without wasting time writing a stand-alone tool with tons of C code just for a basic file format. so this tool has been created mainly for myself for creating my extractors quickly on the fly, and secondly for any other user who wants do the same without learning a real programming language. the BMS language is basic, easy to use and exists from over 10 years, what I did was simply enhancing it for my personal requirements and making the life easier when handling complex archives and file formats. Features: open source and multiplatform, tested on Windows (even Win98) and GNU/Linux (x86 and PPC) works from both command-line and GUI (Windows only, just double-click on quickbms.exe) reimport and reimport2 modes for reinjecting the modified files back to the archives support for tons of encryption algorithms, even some proprietary ones support for tons of compression algorithms (over 700), even some proprietary ones support for tons of hashing algorithms support for other types of algorithms (like base64) and/or obfuscations (xor, rot and so on) support for calling DLLs and raw dumped functions with almost any known calling convention support for bits operation and switchable little/big endian simple and dynamic language that allows to make many operations reducing the percentage of archives and formats that can't be supported easily verbose option (-V) that displays all the needed details during reversing and testing of file formats HTML output (-H) that automatically applies colors and names to the fields parsed during the usage of the scripts: example for zip.bms on q3infoboom.zip possibility to use the tool as a blind scanner of compression, encryption and crc/checksum algorithms support for network sockets, SSL and http/https support for other alternative input/output interfaces like processes (included debugging and automatic breakpoint restoring), audio, video and Windows messages support for the visualization and creation of various types of data like x86 assembly, IP addresses, time_t, FILETIME, ClassID and more support for C-like structures and basic syntax for easy handling of file formats support for any command-line decompressor/decrypter/anything_else via the EXECUTE method (Comtype and Encryption commands) read and write operations quickbms_4gb_files.exe is a native 32bit program with all the variables set as 64bit useful in some situations planned future development that will cover more advanced features for reverse engineers and power users customizable CRC engine tons of scripts supporting hundreds of file formats and thousands of games experimental games localization (strings editing) creation of ISO images and ZIP archives as alternative outputs embedded C compiler to use C functions at runtime support for embedded Python and Lua scripts experimental IPC interfaces: named pipes, mailslot, web and dll support for the WCX packer plugins of Total Commander Created by great Aluigi
    1 point
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