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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. I've just released new version of ImageHeat 🙂 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 file
    2 points
  4. The textures are compressed with ZSTD - just that type 0 means the whole file is not compressed. But there doesn't seem to be any encryption once decompressed - looks something like ETC format:
    2 points
  5. 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
  6. 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.zip
    1 point
  7. You could check the MakeH2O_log.txt. If you find a structure like 12 4 4 4 4 4 (for example) the last "4 bytes block" might be alpha uvs (just a wild guess). edit: it's 16 8 8 4 4 here Try using 82ea3, 4 for uvs. Looks promising.
    1 point
  8. I've been trying to work on Jon Jones hair (beard) file and was able to export it with the beard diffuse UV, but I'm struggling to get the proper UV for the alpha texture. Any suggestions? hair_jon_jones_model.mcd(decompressed).7z
    1 point
  9. I am attaching the fmodel json file. With uassetgui, what procedure did you follow to obtain that result? Maybe I'm missing something, as this is the first time I've used uassetgui. Edit: Ah ok, thanks, with .\UAssetGUI tojson GameTextUI.uasset GameTextUI.json VER_UE5_4 Mappings.usmap I can get the base64 code, but it is unreadable: ����������m_DataList�d��m_id��m_gametext��No data.�������������m_id�m_gametext��Held�������������m_id �m_gametext��None�������������m_id! GameTextUI_fmodel.rar
    1 point
  10. here you go : 0x09D01B34E843AC6BE08BD854B3CEDA0C4CA52281C08B02BF827F3ADA77173BCA
    1 point
  11. Yeah, the DWord face indices totally don't fit but I have a déjà vue of this picture, maybe on former Xentax? edit: correct vertex start is 0x144
    1 point
  12. When you choose "uncompressed" the file size should be bigger than for a DXT5 file. I'd try some other tool, maybe Gimp, for testing.
    1 point
  13. Found a bug with the python script. To the left is the wrist_r data from the .mot file. To the write is the data I got from exporting the .mot file to .csv. Maybe they are actually SUPPOSED TO BE this. I could be wrong. But am curious.
    1 point
  14. So here's pixel format for ps4. PF_DXT5 = 7 PF_DXT1 = 13 PF_BC7U = 22 PF_UNKNOWN = 2 not sure but can be RGBA
    1 point
  15. This file stores luac and dat data, so it cannot be processed using the unityfs split script. I wrote a new split script to experimentally disassemble the file content you provided and decompile the lua file. If you want to decompile please enable the -j parameter Basic usage (no decompilation) python pkg.py input.patch output_dir With decompilation (slower) python pkg.py input.patch output_dir -j For decompilation, please download unluac from other locations. After compilation, place the .jar file in the same directory as the script. Due to different compilation environments, errors may occur, so unluac needs to be compiled by yourself. pkg.py
    1 point
  16. 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 i
    1 point
  17. You need to decompress them first. Only then you can succeed... Here's jersey-color after decompression. PS4 format. But there's problem with switch format. ImageHeat doesn't support swizzle format. But RawTex can handle this.
    1 point
  18. But anyway, seeing as I had some time, this QuickBMS script will decompress the files correctly. Still needs some manual manipulation in something like ImageHeat to show the correct image: rat_ps2_dps.zip
    1 point
  19. 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
  20. It's Unity, but seems to have a protection layer so it can't be opened in Asset Studio. Game Assembly: https://www.mediafire.com/file/3i7kvobi4nacnbh/GameAssembly.zip/file THO.zip
    1 point
  21. fmt_FGOArcade_mot.py Still incomplete
    1 point
  22. 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
  23. 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
  24. 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
  25. 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
  26. I have a basic exporter for 3ds max here https://github.com/taylorfinnell/onbadexporter
    1 point
  27. 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
  28. .ilv.txth: codec = PSX channels = 2 sample_rate = 44100 interleave = 0x4000 num_samples = data_size
    1 point
  29. 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
  30. 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
  31. Hi Shak-otay, yes it's me, I never imagined you would remember me 😄. I found this texture in the file.
    1 point
  32. Hi Reh! (Reh from former Xentax?) PS2 models are known for using auto created faces. Doesn't work here, so maybe a split up of this mesh is required? edit: tried steps of 120 vertices but even this obvious head gives a bad result when using fake faces.
    1 point
  33. 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
  34. 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.zip
    1 point
  35. Here you can see something, but I don't know how to find the faces.
    1 point
  36. 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
  37. 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
  38. 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
  39. I've been doing a Noesis script for the beta of Once Human. Still got a few things to do on it, but it should work for most of the models so far: Edit: Read the notes at the start of the script regarding the various files needed. once_human_mesh.zip
    1 point
  40. 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 info
    1 point
  41. in the end, I did it, thanks to everyone who posted on this topic.
    1 point
  42. 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
  43. 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 😔
    1 point
  44. 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
  45. zlib_DeCompressor.pyHere the DeCompressor update, now works with every file
    1 point
  46. Maybe you should open a new thread and ask in there, not here, because this thread is for discussing the motion file.
    1 point
  47. 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 work
    1 point
  48. 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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