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Showing content with the highest reputation since 10/30/2025 in Posts
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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 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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So here's pixel format for ps4. PF_DXT5 = 7 PF_DXT1 = 13 PF_BC7U = 22 PF_UNKNOWN = 2 not sure but can be RGBA1 point
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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.py1 point
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The game have update and they hard-coded new text in .mpk lua script, because some words have many different meaning depend on the context. With packet sniffing, i observed that the game download some .pak file from easebar.com and put them in .mpk file. These file are encrypted.1 point
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I used the file "tex_DeadSpaceMobile.py" from this GitHub link provided by Sleepyzay Here is the link Sleepyzay mentioned adding the script to the repository in a later post. When you have the file, just add it to the folder "noesisv4474\plugins\python" and you should be good to extract the textures after restarting Noesis or pressing "Reload Plugins" in the "Tools" category on the hotbar.1 point
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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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Hello, I have managed to get the game files and uploaded to AssetStudio to view them, and I found Texture2Ds and Sprites but some of the assets are missing. For an example, there are literally no audio/voice files at all. Then, I noticed AssetStudio doesnt recognize the assets inside a folder called "ondemand" and there are about 2k assets there and I think they are encrypted/compressed. Here is one of the examples of the encrypted assets: Is there a way to decrypt/decompress this type of file? I think those are the remaining assets. If anyone can help me I would really apprecaite it. 5db8fd68-da55-9c4a-c71f-84af76d61103.7z1 point
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Yea, I'm working on BHD but mostly focused on the JO/DFX2 engine which is slightly newer and a different format. I'll post here when/if I get BHD usable.1 point
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I have a basic exporter for 3ds max here https://github.com/taylorfinnell/onbadexporter1 point
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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.py1 point
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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
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Bumping this again because I really don't want this thread to quietly die, as it seems the edits to my message are not enough to constitute a bump. Every single possible 16 bit float format I've tried does not work. Indicating this is some proprietary cursed format. Maybe a LUT. Maybe encrypted. Maybe something else. Which probably explains why the .mot files still have not been decrypted all these years. I do suspect what certain bits mean but I am really unsure. I have the model .bin and some other examples of .mot in hand as well so if you would like me to send it I will gladly do so. Just note I do need these files decrypted for a project so I would like this done as fast as possible it would be nice. What I do know is that this is little endian. Z-Y-X order. I have no clue what else. Help is much appreciated please 🙏 (I am not sure what y'all want but I am interested in a way to export the .mot to .csv with a Frame # column. For my application, that is enough.)1 point
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by the way if you need names of audio files put thesescript.zip in AetherGazerLauncher\AetherGazer\AetherGazer_Data\StreamingAssets\Windows folder , run process.py then it will change every audio .ys files to proper names.1 point
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rename it to .awb files then use the lastest vgmstream, works well1 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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They are still pck files. I can find many wwise .bnk files in AA462ABBFEC319B665666E14585F97D9_EndfieldBeta with ravioli explorer , RavioliGameTools_v2.10.zip (if you need)and I think quickbms also work. By the way I guess the really wem audio files are in another pck files. there are over 5000 bnk files in AA462ABBFEC319B665666E14585F97D9_EndfieldBeta. That means the bnk files may not store any actual audio files1 point
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I tried using the head models and tested two of them (DDP and Rovyal). I was able to get the models to work. From my understanding, all of the heads share the same offsets and parameters, so if you can get one model to construct with no weird faces, you can use the same parameters for the other models. I’m just having an issue with the ears, as you can see in the photo below. If you could share your parameters and offsets, I think it would be very helpful. update 1 : got it woriking however the uvs are not working but you can transfer it using copy vertex order plugin in blender UPDATE 2: got the uvs to work for the model using these params but i still have to go inside blender uv unwrap and then copy uv maps to the main model . is there a way i can get uv maps and model all in 1 in hex2obj ? sorry if this is a rookie question since ive never used hex 2 obj before Final Update : I just have to save the mesh from hex2obj settings and the uvs will be added to the obj. thanks for your help Hex2Obj1 point
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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.zip1 point
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Actually your file is a container with a bunch os zstd files. attached the first file decompressed. I did a tool, long time ago, i will search here. head_conor_mcgregor_model_CB540.mcd.zip1 point
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It's not just 1 block of data, there are multiple compressed ZSTD blocks in your sample file that have to be joined together - e.g. at 0, 0x129b0, 0x31dd0, etc.. It looks as though each file is preceded by the compressed size and anotherr value, except the first block, which looks to be a compressed size of 0x129a0. You might have cut that bit off in your sample. Each block seems to decompress to 0x40000 bytes except for the last one, which is shorter. I guess the header might have some useful info.1 point
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Hey all, I also recently got interested in modding the original QP Shooting. I'm currently working on a command-line tool that so far allows for extracting and repacking the LAG assets, with decoding and encoding of dialogue/system files also now planned to be implemented. However, it seems after reviewing this thread that I wrongfully assumed that the graphics were red-blue-swapped A16B16G16R16 DDS surfaces rather than a special Luna/LAG image format... so that's probably another thing I need to fix up (although the assets can be modified fine with an editor that supports that DDS format once the header is written, so maybe it is just a slightly tweaked version of DDS). I'll post the GitHub link here when I polish and finish it up : )1 point
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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 files1 point
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Please use this updated script to repackage the data file. If you have any questions, please let me know so that other capable people or you can continue to process these .pxc files yourself # Update the decompression of pxc file(script 0.2) get FILE_SIZE asize xmath TOC_PTR "FILE_SIZE - 8" goto TOC_PTR get TOC_OFFSET long goto TOC_OFFSET get FILE_COUNT long for i = 0 < FILE_COUNT get OFFSET long get SIZE long get COMP_FLAG byte get NAME_LEN short getdstring NAME NAME_LEN get UNK long savepos TOC_ENTRY_POS if COMP_FLAG == 0 goto OFFSET getdstring MAGIC 4 if MAGIC == "PxZP" comtype zlib get UNCOMP_SIZE long get COMP_SIZE long savepos DATA_START clog NAME DATA_START COMP_SIZE UNCOMP_SIZE else log NAME OFFSET SIZE endif else goto OFFSET get MAGIC long get UNCOMP_SIZE long get COMP_SIZE long savepos COMP_START clog NAME COMP_START COMP_SIZE UNCOMP_SIZE endif goto TOC_ENTRY_POS next i pxc.zip1 point
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Bumping this, if anyone would be an absolute unit to solve the animations it would be greatly appreciated! 🙃1 point
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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
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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 😔1 point
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I've written a Noesis script to make things easier for you tex_CarsPST.py Put the script in <NoesisDirectory>\plugins\python Some of the PST textures you sent has a mip levels more than one but due to how Noesis works I decided to only handle the highest one (Or probably I just don't know a proper way to do it anyway they were ordered from low to high). Also I assume every PST textures is palettized 8-bit image?1 point
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zlib_DeCompressor.pyHere the DeCompressor update, now works with every file1 point
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I wrote a VSF UNPACK/PACK program and a new decompressor/compressor for zlib. Now, it accepts large files and there's no need to use QuickBMS anymore. The .vfs file can now be larger than the original. I did a test, and it worked with the image below, maybe you can put music and soundeffects as well, If the .py file doesn't work, you must install tkinter via pip. VFS_PackUnpack_Tool.py zlib_DeCompressor.py1 point
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The WAVE files just use XBox ADPCM (not that obscure) and you can play and convert them with Foobar + vgmstream (note: some files don't contain audio). You don't really need to do anything else.1 point
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Maybe you should open a new thread and ask in there, not here, because this thread is for discussing the motion file.1 point
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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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yeah i guess so. but I think we need to find something to differentiate between rotate data or transform data, and it's hard to find that, so we need something reverse work1 point
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for fgo arcade, you can use this to extract the farc file: https://github.com/Silvris/RandomScriptsAndTemplates/blob/main/FGO Arcade/FGOArcade-FARC.py for kancolle arcade, you can use farcpack tools to extract it: https://github.com/blueskythlikesclouds/MikuMikuLibrary/releases/download/v2.2.0/FarcPack.7z the trading card images was in ./rom/trading_card1 point
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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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