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  1. I don't know if there are more models in that unpacked folder, you need to check that so examine each file there. Just remember that characters use shorts in vertices buffer, I think I saw other file with floats but maybe that file is not a character or maybe it is but with floats, I really don't know, lol. Here is the script if you want to test it: fmt_black_ps2_prototype_DB.py
    2 points
  2. The "repeated offsets" pointing to new blocks indicate that the main BIGFILE.CAT is acting as a master container that holds smaller, self-contained archives inside it. The Master Index: Points to large chunks of data (e.g., "Level 1 Data", "Level 2 Data"). The "New Block": When you go to that offset, you find a new header (signature 01 00 01 00). The Inner Index: This new header has its own list of files. Because this block is treated as a standalone file by the game engine once loaded, its offsets start at 0 (relative to the start of that block), not relative to the start of the whole disc. [ MASTER CAT (BIGFILE) ] |-- Header |-- Index Entry 1: Offset 1000 -> Points to "Level 1 Block" |-- Index Entry 2: Offset 5000 -> Points to "Level 2 Block" | |... [Data at Offset 1000] ... | +-> [ NESTED CAT (Level 1) ] |-- Header (starts at Master Offset 1000) |-- Index Entry A: Offset 10 (Absolute: 1010) |-- Index Entry B: Offset 50 (Absolute: 1050) |-- Data... Why did developers do this? (The Logic) This approach was necessary due to the hardware limitations of the PlayStation 1 (PS1): RAM Constraints: The PS1 has only 2MB of RAM. It cannot keep a massive table of thousands of file offsets in memory at all times. Modular Loading: The game loads the "Master Index" to find the location of the current level's data. It then streams that specific "Block" (Nested CAT) into memory. Relative Addressing: Once the "Block" is loaded into a specific memory address, the game engine reads the inner offsets. Since these offsets are relative to the start of the block (0), the engine can easily calculate memory pointers without needing to know where the block was originally located on the CD.
    2 points
  3. 2 points
  4. 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
  5. 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
  6. 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
  7. I'm trying my best to make it load somehow
    2 points
  8. It's been a while since this topic is up and i have found a way to deal with this: -Step 1: From the .farc files, use either the tool mentioned at the first post of this thread, or download QuickBMS and use the virtua_fighter_5 bms script i included in the zip file below to extract them into bin files. -Step 2: Download noesis and install the noesis-project-diva plugin (https://github.com/h-kidd/noesis-project-diva/tree/main , or in the included zip file) in order to view and extract the textures/models and use them in Blender or a 3d modeling software of your choice. KancolleArcade.zip
    2 points
  9. This is actually very helpful. Thank you. I seen the same repeating groups of ~10 unsigned 16-bit value and came to a similar conclusion. The constants like 0, 1632x (~0x3FCx), 21845 (0x5555), 39322 (0x999A), 43691 (0xAAAB), 52429 (0xCCCC), 56798 (0xDDDE), 63488 (0xF800) hex patterns are classic fixed-point / normalized values (fractions of 0xFFFF), which is exactly what you’d expect for compressed curves (rotations, maybe scales or tangents)... I am not 100% sure though. Your step back that you are seeing is because multiple tracks/bones are interleaved via small index tables or there’s a separate header that says “keyframe list starts at X for track Y. I have not figured it out. Also, I am only assuming. It is an educated guess. 2d72 1100 looks more smooth because it is probably for the static pieces. That is also a guess. I don't really know. I haven't found a clean stride/format yet from any area to the extent I was happy with any result. Thankfully your poking proves it isn't baked matrices. However, it might have "junk" data inside of it or switch between the two different formats on the fly which would have a call/read from the game engine the game was made with "elf statements/running". For the last two days I have been looking for a header or track and still haven't found one. I don't know what the meaning "definition" for each of the 10 values per entry (time? quat? s,t,r? tangents? flags?). Also haven't figured out how these numbers convert back to usable floats/matrices for a bone rig. You found the right haystack to be looking for the needle here and I thank you for this. The repeated 16-bit values like 0x3FCx, 0x5555, 0xAAAA, 0xF800, and the way they change over “time” gave light on this. That matches my expectation that GARO is storing proper animation curves rather than just baked matrices which most people would have assumed because of the static model additive animations. Sorry for repeating myself here. I have a client for this game that is CONSTANTLY having me repeat over and over some of this information and it started to turn into habit. Going back to the “step back” jumps you pointed out I believe show the timeline might be split into several blocks (per-bone or per-channel segments) instead of one clean linear stream, which is probably why tools that only understand standard RWANM fail on this game. I don’t have much experience with your viewer. The tools I use are far different and I have been doing a lot of direct hex poking along with using renderware tools, so I’m still trying to figure out the parameters you showcase here. When you mention 2d72 1100 in step 3, is that essentially a stride / FVF setup you’re using to visualize the data as a point cloud? That was my original assumption but now I am second guessing myself. Do you have any thoughts yet on how those 10-value records break down (e.g. time + rotation + something else), or on where the per-track headers might sit? You helped a lot with this and I am very thankful.
    1 point
  10. the lvl file is essentially like a zip/container file containing a bunch of .rbm/.rba (CAFF) files and the .rbm/.rba files are basically containers with the data for any given asset, eg models will include a model(header), scenegraph, textures and may additional things like hits/animation data packed inside too if its relevant to the model and/or not shared between a bunch of other models in which case they are usually packed inside the zpackage rbm files.
    1 point
  11. Hmm, you know there's some hero here who got the trick for PS2? I couldn't get over myself to make use of his dll but it's my firm decision to tackle this and I'll tell the result as soon as I get it working for me. (If it works there's several dozens of PS2 projects I'd need to correct and I fear the amount of work, somehow.) (It's my bet that it has to do with changing the face winding and I'd like to find it out by myself instead of using other people's dll.)
    1 point
  12. For PS2, level_00, chardata.db it's a matter of assembling sub meshes (and maybe a better face creation algo):
    1 point
  13. I am uploading all animations for the character gar here. I should have done that in the previous post but it slipped my mind. So now you have a complete set of animations for one character. gar.rws.dec_be_-15_extracted.rar
    1 point
  14. Drag and drop .md6mesh files into the script it will convert them into obj files. md6mesh.py md6mesh.zip
    1 point
  15. There is a "thanks button" (just in case you didn't know).
    1 point
  16. animewwise just closes instantly if you try it on there. Regular wwise works https://github.com/mortalis13/Wwise-Unpacker BeyondToolsMod-net9.zip
    1 point
  17. 1. FILE STRUCTURE (script.ptd) | Offset | Size | Content | |--------|------|---------| | `0x00` | 32 bytes | **Header** with signature "PETA" (50 45 54 41) | | `0x20` | 256 bytes | **SBOX** (Substitution Box for decryption) | | `0x120` | 1,728,224 bytes | **Encrypted data** | 2. DECRYPTION & DECOMPRESSION PROCESS script.ptd → Decryption → YKLZ/LZSS → Binary Script 249 YKLZ/LZSS compressed sections found in decrypted data YKLZ/LZSS decompression works correctly 3. DECOMPRESSED SCRIPT ANALYSIS Header identified: `純ロマ = "JUNROMAN" Current issue:Shift-JIS Japanese text not found - appears encrypted even after decompression Example decompressed output: 純ロマ####@###シg##@###ト###4.##X)##イ*##4... 4. SUSPECTED SCRIPT STRUCTURE?? [Shift-JIS Text] [Padding "####"] [Command "@" + 3 params] [More Text]... Parsing logic??? 1. Parser detects `@` (0x40) → Command indicator? 2. Reads next 3 bytes → Command parameters? 3. Processes Shift-JIS text (1-2 byte characters)? 4. Skips padding `#` (0x23) → Alignment bytes 5. GAME EXECUTION FLOW (pcsx2 debugger) fcn.0010e048 (Interpreter) ↓ fcn.0010ded0 (Parser) ↓ fcn.00119fc0 / fcn.0011a0ec (Handles dialogues?) ↓ fcn.00106800 (Context configuration) ↓ fcn.001068d0 (Text rendering) ↓ fcn.0016e400 / fcn.0016e4a8 (Unknown final processing) 6. CURRENT PROBLEM The text appears garbled/encrypted even after YKLZ decompression....... Additional encryption layer** after LZSS decompression??
    1 point
  18. Today I am gonna show you, how to reverse eningeer any Binary 3D Models, turns out this is not that hard and actually one of the cooolest things in reverse enigneering! (Uncompressed and un-encrypted models obviously). +====TUTORIAL SECTION=====+ INTRODUCTION But how do all those models store their 3D Data? Well, the answer is simple, there is no magic here, All 3D Models are just made up of *Vertecies*, *Faces*, *Vertex UV Coordinates* and *Vertex Normal Coordinates* They are definatelly *must* somewhere there in your file (this place is called buffer) and there is absolutelly no extra magic in here. This is how the Vertecies look like: v 1.0 4.0 3.0 <= X, Y, Z matrix coordinates (usually from 0.01 to 1000) v 2.0 3.0 4.0 <= Point values so are usually floats v 6.0 2.0 3.0 <= Usually stable, values don't varry to much in max and min values This is how faces looks like: f 1 2 3 <= Takes all those previous vertecies and makes a triangle out of them This is how UV Vertex coords look lke: vt 0.2 0.3 <= 2D coordinate of the first vertex (usually from 0.1 to 1.0) vt 0.5 0.2 <= Point values so are usually floats vt 0.3 0.1 <= Usually stable, values don't warry to much in max and min values This is how Vertex normals look like: [not so important actually] vn 0.745 0.845 0.360 <= X, Y, Z matriz coordinates (usually from 0.01 to 1) vn 0.320 0.625 0.270 <= Point values so are usually floats, so "v2 x, y, z" vn 0.430 0.320 0.390 <= Usually stable, values don't warry much in max and min values The result is a simple triangle that has it's own UV Map too. This is how the simplest 3D Model format OBJ stores their 3D Model data, hovewer we can say that all of the binary models store their 3D Data in OBJ file format there is just one more thing to it. Binary formats have only two ways of storing their 3D Data (Aside faces) in a Separate way and Structured way, here is how it looks like: Separate way: vertex_buffer = [ v1 1.0 4.0 3.0 <= X, Y, Z matrix coordinates (usually from 0.01 to 1000) v2 2.0 3.0 4.0 <= Point values so are usually floats, so "v2 x, y, x" v3 6.0 2.0 3.0 <= Usually stable, values don't varry to much in max and min values ... ] face_buffer = [ f1 1 2 3 <= Takes all those previous vertecies and makes triangle out of them, so "f1 v1, v2, v3" ... ] uv_coords_buffer = [ vt1 0.2 0.3 <= 2D coordinate of the first vertex (usually from 0.1 to 1.0) vt2 0.5 0.2 <= Point values so are usually floats, so "vt2 u, v" vt3 0.3 0.1 <= Usually stable, values don't warry to nuch in max and min values ... ] vertex_normals_buffer = { vn1 0.745 0.845 0.360 <= X, Y, X matrix coordinates (usually from 0.01 to 1) vn2 0.320 0.625 0.270 <= Point values so are usually floats, so "v2, x, y, z" vn3 0.450 0.310 0.390 <= Usually stable, values don't warry much in max and min values ... } Structured way: buffer = [ {v1 1.0 4.0 3.0, vt1 0.2 0.3, vn1 0.745 0.845 0.360} {v2 2.0 3.0 4.0, vt2 0.5 0.2, vn2 0.320 0.625 0.270} {v3 6.0 2.0 3.0, vt3 0.3 0.1, vn3 0.450 0.310 0.390} ... ] BINARY DATA The data in each file can be viewed as binary no matter if it was readable or unreadable or even empty before, viewing it in binary will spoil immediatelly everything. And while binary files are all the same, the way we read it changes drastically everything! To view your binary file yiou must dump HEX from it or load it into HEX Viewer: Example file: Addres: HEX Bytes: ASCII: 0012BFC0 48 53 68 61 70 65 5F 31 37 00 00 00 00 00 01 00 HShape_17....... <= First line contains ASCII strings 0012BFD0 00 00 0A 00 00 00 22 00 00 10 00 00 00 00 0C 00 ......"......... <= Second line does not contain ASCII strings 0012BFE0 00 00 61 32 76 2E 6F 62 6A 43 6F 6F 72 64 01 00 ..a2v.objCoord.. <= Third line contains ASCII strings 0012BFF0 00 00 FF FF FF FF 02 00 00 00 47 04 00 00 82 56 ..........G....V <= Fourth line contains interesting "00 00 FF FF FF FF" buffer mark 0012C000 F9 40 39 94 59 43 76 26 13 41 BB 61 FB 40 5A A4 [email protected]&.A.a.@Z. <= Fifth line starts containg the actual float Vertex coordinates! But looks random in ASCII strings! 0012C010 5B 43 95 B7 00 41 8F 70 CB 40 C1 4A 5B 43 31 08 [[email protected][C1. <= Sixth line contains actual float Vertex coordinates! But looks random in ASCII strings! 0012C020 12 41 8A 8E C9 40 E7 5B 59 43 E8 82 1D 41 90 A0 .A...@.[YC...A.. <= Seventh line contains actual flaot Vertex coordinates! But looks still random in ASCII strings! 0012C030 62 40 21 90 58 43 05 DD 1C 41 BC B3 78 40 D7 63 b@[email protected] <= Eight line contains actual float Vertex coordinates! But looks again random in ASCII strings! But what are those floats, shorts and ASCII? The Bits are the smallest units of computer data they are either 0 or 1 and comma. The Bytes hgovewer is a combined 8 Bits that can actually start representing some data. Those are Bits ranging from 0 to 255, where 0 is also precieved as an important value (So 256 combinations), (I represented them in HEX, 0-F values, so a 256 combinations) Here is one Byte for example: 10110111 (32 16 8 4 2 1 = 256 bits as sum), combining Bytes together we can make multiple data types. This are all of the data types: Byte/Char => 1 Byte, unsigned/signed (8 Bits) |Example: 48 <= H | ASCII Word/Short => 2 bytes, unsigned/signed (16 Bits) |Example: 48 53 <= HS | ASCII Dword/Int => 4 bytes, unsigned/signed (32 Bits) |Example: 48 53 68 61 <= HShap | ASCII ULONG32/Long => 4 Byte, unsigned/signed (32 Bits) |Example: 48 53 68 61 <= HShap | ASCII ULONG64/Long Long => 8 Byte, unsigned/signed (64 Bits) |Example: 48 53 68 61 70 65 5F 31 <= HShape_17 | ASCII float => 4 bytes, for represnting floating point values (32 Bits) |Example: 48 53 68 61 <= HShap | ASCII double => 8 bytes, for representing more precise floating point values (64 Bits) |Example: 48 53 68 61 70 65 5F 31 <= HShape_17 | ASCII String/Char => A Sequence/Array of Characters terminated by the nulll character |Example: 48 53 68 61 70 65 5F 31 <= HShape_17 | ASCII Big-Endin vs Little-Endian: Reading in Big-Endian for example a float byte will read it normally, left-to-right 48 53 68 61 "HShap", where's Little-endin reads byte in reverse order, right-to-left 61 68 53 48 "paSH". Big-Endians were mainly used in PS3, Xbox360 and Wii platforms where Little-Endians are mainly in Windows, PS4, Xbox One, Nintendo Switch. TRYING TO REVERSE THE BINARY 3D FORMAT But how do we actually apply this info into reverse engineering the binary 3D file format structure and even converting it into an OBJ Model. Assuming that you have the actual decompressed/uncompressed and decrypted/unencrypted binary 3D model file, you can actually visualize the 3D Data geometry while analyzing the HEX from it in realtime! ModelResearcherUltimate is the program that will enable this opportunities. First of, Level 1: Start with vertecies count 500, type: float, carefully try different offsets while printing the values and render it too, until you see a countinous very stable output without insanelly big or small values. (from 0.001 to 1000). If nothing works try with different Endianess, then try a different type (unlikely). If the mesh appears but random vertecies appear too that means that the Data structure is sctructured and you need to try different Padding or even Pad inters sometimes. Second of, Level 2: Start with vertex UV coordinates count [exactly how many vertecies], type: float, carefully try different offsets while printing the values and rendering it too, until you see a countinous stable output without insanelyy big or small values (from 0.0001 to 1.) If nothing works try different type, since you already know the Endianes and Structure. Third of, Level 3: Start with faces, they are actually very carefully linked with vertecies, so the errors will constantly appear, carefully try different offsets while printing the values, don't render it, it will often just throw the errors. You will need see the full values without floating points that are very stable in output without big and small values, if nothing works try different type or even the format. Fourth of, Level 4: [To be honest I didn't know what to write here, normals are pretty useless though, you can just flip them and calculate, very easily in programs like Blender in just a few clicks, so it's not worth your brainstorming!] Practical steps: Here is how BAD Data will look like: [random, disoriented pattern, extreamly low and extreamly big values occur] v -0.0000 -0.0000 -184538016.0000 v -0.0000 15.7924 -158665664.0000 v -0.0000 90990377942005974930976407552.0000 -17551224.0000 v -0.0000 -3386287.2500 -115467744.0000 v -0.0000 15397417210601645679040601784320.0000 -22963316.0000 v -0.0000 15397417210601645679040601784320.0000 -22963316.0000 vt 0.0000 1785889664.0000 vt 0.0000 140283808776479363868647227392.0000 vt 0.0000 10997215558668704718782464.0000 vt 0.0000 -516472.2188 vt 0.0000 -0.0000 vt 0.0000 0.0000 f 57856 10240 3073 f 3073 64769 57856 f 31744 64768 3072 f 57857 64768 58112 f 57856 58112 58368 f 58112 59136 58368 Here is how GOOD data looks like: [strong countinous repating pattern, values are pretty much very similiar] v -0.0733 0.0012 1.6030 v -0.0735 -0.0118 1.6023 v -0.0776 -0.0146 1.5900 v -0.0718 -0.0247 1.6005 v -0.0784 0.0009 1.5913 v -0.0784 0.0009 1.5913 vt 0.0008 0.6221 vt 0.0316 0.6229 vt 0.0344 0.6543 vt 0.0628 0.6246 vt 0.0008 0.6539 vt 0.9978 0.6533 f 226 296 268 f 268 253 226 f 124 253 268 f 226 253 227 f 226 227 228 f 227 231 228 Changing Offfset (oftenly) or Endianess or Type will instanly give the different results including BAd data drastically turning into a GOOD data so keep that in mind and play with those offsets. There is just one small but very important step left, most of the time those binary files leave also values like Vertex count (UV Coords and Vertex Normals count is the same as Vertex always), Face count, buffer mark and even Vertex stride! (Vertex Stride = Vertex Padding + 12, UV Coords stride = UV Coords stride + 8). They are essentially at the begginning of the mesh buffer and are pretty easy to find and are always placed in the same way hovewer, this time I personally recommend finding them using the dedicated HEX viewer, my recommendadions are IM Hex, truly the open-sourse king in terms of ease of use.
    1 point
  19. === Available bones in motion file === 2: waist - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=0(Static0), frames=0], Other[type=0x00, keyType=0(Static0), frames=0], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1] 3: chest - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=1(StaticValue), frames=1] 6: eye_r - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=68] 7: eye_l - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=62] 8: shoulder_r_jo - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=67] 9: arm_r - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=101] 10: forearm_r - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=34] 11: wrist_r - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=101] 12: pinky_r_jo - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=89] 14: pinky_b_r - Other[type=0x01, keyType=0(Static0), frames=0], Other[type=0x00, keyType=0(Static0), frames=0], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1] 15: pinky_c_r - Other[type=0x01, keyType=0(Static0), frames=0], Other[type=0x00, keyType=0(Static0), frames=0], Other[type=0x02, keyType=0(Static0), frames=0], Other[type=0x00, keyType=0(Static0), frames=0], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1] 16: ring_r - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=84] 20: middle_a_r - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=96] 21: middle_b_r - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=89] 22: middle_c_r - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=0(Static0), frames=0], Other[type=0x00, keyType=0(Static0), frames=0], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1] 23: index_a_r - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=1(StaticValue), frames=1] 24: index_b_r - Other[type=0x01, keyType=0(Static0), frames=0], Other[type=0x00, keyType=0(Static0), frames=0], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1] 25: index_c_r - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=0(Static0), frames=0], Other[type=0x00, keyType=0(Static0), frames=0], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1] 26: thumb_r_jo - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=90] 28: thumb_b_r - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=92] 29: shoulder_l_jo - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=78] 30: arm_l - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=0(Static0), frames=0], Other[type=0x00, keyType=0(Static0), frames=0], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1] 31: forearm_l - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=52] 32: wrist_l - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=52] 33: pinky_l_jo - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=52] 35: pinky_b_l - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=0(Static0), frames=0], Other[type=0x00, keyType=0(Static0), frames=0], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1] 36: pinky_c_l - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=1(StaticValue), frames=1] 37: ring_l - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=52] 41: middle_a_l - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=92] 42: middle_b_l - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=0(Static0), frames=0], Other[type=0x00, keyType=0(Static0), frames=0], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1] 43: middle_c_l - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=1(StaticValue), frames=1] 44: index_a_l - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=84] 45: index_b_l - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=84] 46: index_c_l - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=1(StaticValue), frames=1] 47: thumb_l_jo - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=1(StaticValue), frames=1] 49: thumb_b_l - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=76] 51: thigh_r - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=101] 52: leg_r - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=1(StaticValue), frames=1] 53: foot_r - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=68] 54: toe_r - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=1(StaticValue), frames=1] 55: thigh_l - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=77] 56: leg_l - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=38] 57: foot_l - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=72] 58: toe_l - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=0(Static0), frames=0], Other[type=0x00, keyType=0(Static0), frames=0], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1] === Bones in skeleton but not in motion (static) === 0: root 1: upperbody_jo 4: neck 5: head 13: pinky_a_r_jo 17: ring_a_r 18: ring_b_r 19: ring_c_r 27: thumb_a_r_jo 34: pinky_a_l_jo 38: ring_a_l 39: ring_b_l 40: ring_c_l 48: thumb_a_l_jo 50: lowerbody_jo
    1 point
  20. D:\88>py mot_rotation_extractor.py CHARA_POSE_SVT_0088_S01.mot arm_r 0 4.889439125475239e-10 0.5407554599817733 1.4406841468094752e-05 0.8411798453911885 1 -6.857191399194769e-10 -0.6332053752420114 -1.7710689242085512e-05 0.7739838192436295 2 9.680781275471423e-10 0.7419904178008506 2.197732230619127e-05 0.6704104857538526 3 1.168805020248789e-09 0.7357420612946057 2.3368850020973145e-05 0.6772618538614599 4 1.949070875265381e-09 0.9986487356304239 3.447117855729147e-05 -0.05196827527918962 5 1.8955871688974175e-09 0.7756976401807586 2.9743424602522006e-05 0.6311047220020868 6 2.5455886772310853e-09 0.878827057772032 3.542967924363111e-05 0.4771404418748128 7 3.226245697914568e-09 0.9417279975589877 3.9870071014519985e-05 -0.3363753513917405 8 4.099035407402478e-09 0.999881701599271 4.486528620122835e-05 -0.015381183116150696 9 4.475697367806648e-10 0.09022508301908228 4.352295069325249e-06 0.9959213996974146 10 -9.900496580111543e-11 -0.016108207506788277 -8.63153966278132e-07 0.9998702544081274 11 6.059799266392733e-09 0.8019628892165832 4.840268748269343e-05 0.597373854446753 12 -5.033915462308732e-09 -0.550395433826452 -3.5755896897761944e-05 0.8349041053585182 13 5.053784333516648e-09 0.4450858715305767 3.1563178794486055e-05 0.8954878926974015 14 8.419066313234432e-09 0.5885535705971041 4.6467524984686766e-05 0.8084582193151163 15 8.90557735051792e-09 0.48400980850508935 4.3647539557974e-05 0.8750625711146369 16 1.705888293133057e-08 0.739653758245311 7.467434392777951e-05 0.6729876019194776 17 5.1572109382203555e-09 0.18538461353349664 2.0212396550665652e-05 0.9826660392302642 18 -2.328339814495478e-08 -0.6828563164678986 -8.178477919607272e-05 0.7305526978741114 19 -3.913764879296982e-08 -0.916708464375864 -0.0001236022330290307 -0.39955672446366336 20 -5.154739810461322e-08 -0.9363174368121112 -0.0001465770889527342 0.35115471808983634 21 1.9941416689432306e-08 0.30514574357555446 5.101391250695028e-05 0.9523056613164191 22 7.665103345684452e-08 0.9660344250734825 0.00017489193652521154 -0.2584133490858223 23 7.134766782413641e-08 0.7025958983240921 0.0001410635188906553 0.7115890553959081 24 -3.6214565545341617e-08 -0.27067645581828326 -6.240843221417008e-05 0.9626703757625655 25 5.1790279998520676e-08 0.31343069120738587 8.093030035361684e-05 0.9496110757881587 26 9.76471751687859e-08 0.48348140665826506 0.00013865182460356674 0.8753546196778808 27 2.4320931108231546e-07 0.9660679133066328 0.00031516943800675713 -0.2582879934250419 28 -5.760116220776852e-09 -0.01787397162264415 -6.858465480027745e-06 -0.9998402477853122 29 -3.6387090286711984e-07 -0.9183475143749914 -0.0003981115505918134 -0.39577478993530635 30 8.160074093917339e-08 0.1715509171534115 8.22720490679595e-05 -0.9851752514426693 31 5.819853717302611e-07 0.9980718776550587 0.0005416464023315233 -0.06206636490839266 32 2.1510279639614338e-07 0.29228983646104745 0.00018557380336221306 0.9563297637655598 33 7.59445645377239e-07 0.8474814676856007 0.0006068034885069383 0.5308246355609446 34 3.5690964072418125e-07 0.33639013436576054 0.0002642112401393917 0.9417226808852375 35 -4.091057811462368e-07 -0.3193635112840012 -0.0002813906752493844 0.94763224326712 36 -7.546453676244599e-07 -0.47343991028694626 -0.0004824099506598264 0.8808259865759857 37 -1.8906289688167591e-06 -0.982952229475143 -0.0011231856476135507 0.183857697745491 38 -2.1105062508406607e-06 -0.9390839443880565 -0.0011623317184248968 0.3436858949289188 39 -2.5853066957476077e-06 -0.9646240712325369 -0.0013513238739472448 0.2636258240686401 40 -2.548795549486021e-06 -0.7758524791739349 -0.0012792661159138326 0.6309130637666075 41 -3.1615860075804858e-06 -0.8029301935402714 -0.0015291192910664463 -0.5960711082459713 42 -4.322600984749709e-06 -0.953658460734394 -0.0020134870391519846 -0.3008845062826679 43 -5.25241455552712e-06 -0.988412035710498 -0.002360985304159304 0.15177639270794138 44 -4.161603802056902e-06 -0.6521624127905219 -0.001807772378551133 0.7580771196157773 45 -6.4076487092003816e-06 -0.8348013728080191 -0.0026990522530703945 0.5505446240167313 46 -7.580466976304793e-06 -0.8733343844600407 -0.003096347434863975 -0.4871113481483479 47 -9.462704350659117e-07 -0.09508303543407069 -0.00037510524919442804 -0.9954692740952882 48 8.425608187935311e-06 0.7236249853299245 0.0032503281231428655 -0.690185711169369 49 1.3974775863233788e-05 0.9967865728728194 0.005250760229253485 0.0799309543429847 50 1.0252517924129751e-05 0.6522193732200672 0.003760479792529784 0.7580209415860742 51 7.079466725136183e-06 0.4028542154397706 0.002540938285457269 0.9152606321070067 52 3.595970832695169e-06 0.18027461327948976 0.001262493988347378 0.9836155091817782 53 9.582308647070628e-07 0.04164757493191193 0.00032967767325522203 0.9991323089631344 54 3.0435151035103606e-06 0.11275994047819692 0.0010266722975638299 0.9936217297131157 55 2.9213899144023735e-05 0.9943722786079471 0.009681902328738926 -0.10549896421237603 56 4.16363697258811e-06 0.12927425161304473 0.0013598656852372205 0.9916079460239664 57 -3.495453234750954e-05 -0.9799068872688088 -0.0112615781923993 0.1991373092063645 58 -1.19122282820623e-05 -0.2979602519629299 -0.003812380482884125 -0.9545706646777596 59 4.098904589922595e-05 0.8996510312258749 0.013230551163297976 -0.436409180529046 60 4.5509829644210436e-05 0.9224974013820024 0.014836853340391197 0.38571804489194406 61 2.5386896899756216e-05 0.4819785870349148 0.008372019390152027 0.8761429964832588 62 -7.74043605304678e-06 -0.13710430629077341 -0.0025848694109572466 0.9905532431862206 63 -4.197002811754517e-05 -0.6905692943694501 -0.014249406220070262 0.7231258551144275 64 -6.446179774219989e-05 -0.9784274441560907 -0.022294390233699647 0.20538425580108186 65 -6.738314184076315e-05 -0.9344167343406218 -0.02371722618609395 -0.3553911299199207 66 -5.318598254396075e-05 -0.6860462826797571 -0.019139229784659265 -0.727306115109579 67 -3.8073695903130686e-05 -0.4746078275031473 -0.01399468271587061 -0.8800861079910411 68 -2.0410335231135395e-05 -0.2460513518917346 -0.007675809464634084 -0.9692263996428959 69 -1.2414483692513633e-06 -0.014420071326659416 -0.0004768556868665043 -0.999895911657832 70 1.8390372862545596e-05 0.20651283622780844 0.0072618292052958125 -0.9784169428068659 71 3.720258570931797e-05 0.40298122945248555 0.015066659318015195 -0.9150842163986469 72 5.4747583197640296e-05 0.5694511849406998 0.02265236859910118 -0.8217129761475023 73 7.145976821520378e-05 0.7041115041467583 0.0298058800041412 -0.7094635960631596 74 8.65754632068576e-05 0.8079792090272402 0.036359064406225806 -0.5880880960535662 75 0.00010014190563846156 0.8858057159534748 0.042406154240265545 -0.4621146412291018 76 0.00010775037244367866 0.9231688063963739 0.04585370721855432 -0.381650076406211 77 0.0001119465641689991 0.9431990123522885 0.047940303828193226 -0.3287511792138469 78 0.00011522374207694951 0.9580387962502455 0.049692902280489296 -0.28229818820851793 79 0.00011812670846677753 0.9687373316043265 0.05115606062490537 -0.24275713349673386 80 0.00012029059110273124 0.9757962307228829 0.05223183248698172 -0.2123523894667537 81 0.00012149859992430558 0.9800959610243474 0.0529662230739378 -0.19132817783884565 82 0.000122493452797258 0.982595143704861 0.053448177709211446 -0.17790463980049037 83 0.00012276327248308762 0.9836103161533365 0.05364896424336061 -0.1721409873374937 84 -5.960464477538421e-07 -5.364418029784578e-07 -5.9604644775384206e-08 -0.9999999999996767 85 -4.172325134277023e-07 -5.364418029784743e-07 -0.0 -0.9999999999997691 86 -0.498829392620764 -0.09178566173618598 -0.860177822755763 -0.05327985169278694 87 -0.7640124337551579 -1.0923536302676896e-08 -0.0 -0.6452015197343542 88 -1.6689300537085817e-06 -0.0 -2.3841857910122597e-06 -0.9999999999957652 89 -0.0 -3.09944152831535e-06 -0.0 -0.9999999999951967 90 -3.814697265602702e-06 -0.0 -4.529953002903208e-06 -0.9999999999824638 91 -0.0 -5.2452087402103235e-06 -0.0 -0.9999999999862439 92 -5.960464477503769e-06 -0.0 -0.0 -0.9999999999822364 93 -5.960464477539059e-08 -0.0 -0.0 -0.9999999999999982 94 0.1485628140697129 1.683760545851179e-05 6.091795376621932e-13 -0.988902972991882 95 -5.960464477539059e-08 -0.0 -0.0 -0.9999999999999982 96 0.3462483126415183 4.290287474297634e-06 -2.1494426223936043e-09 -0.9381429027469615 97 -5.960464477539059e-08 -0.0 -0.0 -0.9999999999999982 98 0.36087411019359966 -0.00038851728707961855 -6.715246250684779e-09 -0.9326144571291479 99 -5.960464477539059e-08 -0.0 -0.0 -0.9999999999999982 100 0.0 0.9540857816096563 2.1230699129955274e-07 -0.29953350618961844
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  21. Please don't publish tutorials until you finish them. Also, Raw Texture Cooker is outdated. It's better to use ImageHeat https://github.com/bartlomiejduda/ImageHeat It supports more pixel formats etc.
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  22. Today I am gonna discuss on how we can reverse engineer the extraction of the game archives, sit back because this is where it starts to get interesting... +==== TUTORIAL SECTION ====+ But how do those files store game assets like 3D Models, Textures, Sounds, Videos and etc... Well, the anwser is simple, they usually bundle them, they pack them close together in their eighter compressed or even encrypted form (Rarely). To understand let's first quickly move into the basics, into how the Computer stores any file at all. DATA TYPES Those are the most frequent Data types: Byte/Character = 1 Byte, so 8 Bits Word/Short = 2 Bytes, so 16 Bits Dword/Int = 4 Bytes, so 32 Bits ULONG32/Long = 4 Bytes, so 32 Bits ULONG64/Long Long = 8 Bytes, so 64 Bits Float = 4 Byte, so 32 bits Double = 8 Bytes, so 64 Bits String = A sequence of 1 Byte Characters terminated with null ("00") Where Bit is literally one of the smallest Data that we can present, it's eighter 0 or 1 but combining those 8 Bits together (Example: 0 1 1 1 0 0 1 1) so we get a whole byte. So, all files literally look like this: Addres: HEX: ASCII: 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 0x00000040 2a 2a 20 2a 2f 0a 09 54 61 62 6c 65 20 77 69 74 ** */..Table wit 0x00000050 68 20 54 41 42 73 20 28 30 39 29 0a 09 31 09 09 h TABs (09)..1.. 0x00000060 32 09 09 33 0a 09 33 2e 31 34 09 36 2e 32 38 09 2..3..3.14.6.28. 0x00000070 39 2e 34 32 0a 9.42. This is called a Hex dump, it's essentially a mkore human readable code of binary file that aside the actual Binary data in HEX shows us the Adresses and the ASCII representation for each 0x..0 to 0x..F line. The packed file usually contains compressed data and a small separator/padding between them, hover it doesn't tell us the name and the path of the file we want to com press, whch is a problem. Heck, we don't even know which compression method was used and which "flavour/version" and how the decompressed file should look like... That's where QuckBMS comes to help. QuickBMS QuickBMS has one very specific function I wanna talk about, it's "comptype unzip_dynamic" it supports millions methods and their "flavours/versions". It has also a very fast perfomance and is good for extracting the multiple files out of the package at once. There are also already lots of QuckBMS scripts out there for extracting specific archives, but I'll talk about that later. Compression types As said previously, the block separators/markers are very usefull to identify but turns out most of the compression methods have their own headers and magic numbers, here are few of them: Magic numbers: ZLIB: 78 01 (NoComp) 78 5E (Fastest) 78 9C (Default) 78 DA (Maximum) LZ4: [No Magic Numbers] LZ4 Frame: 04 22 4D 18 (Default) LZW: [No Magic Numbers] LZO: [No Magic Numbers] BZIP/BZIP2: 42 5A 68 GZIP: 1F 8B 08 Practical steps Below is the example of how average QuickBMS Archive extractor looks like, it's also one of my first favourites and the first one, it's designed for extraction of assets from Wolfenstein: The New Order & Wolfenstein: The Old Blood: wolfenstein.bms: open FDDE index 0 open FDDE resources 1 comtype unzip_dynamic endian big goto 0x24 get files long get unk long math TMP = files math TMP - 1 for i = 0 < files endian little get FNsize1 long getdstring FN1 FNsize1 get FNsize2 long getdstring FN2 FNsize2 get namesize long getdstring name namesize endian big get offset long get size long get zsize long get unksize long math unksize * 0x18 math unksize + 5 getdstring unkdata unksize if size = zsize log name offset size 1 else clog name offset zsize size 1 endif if i != TMP get filenumber long endif next i Script summary: Open index + data files Read file count For each file: Read filename Read offset and sizes Skip metadata Extract raw or compressed data Compression logic ConditionAction | size == zsizeRaw copy | | size != zsizeZlib decompress | In ID Tech 5, games have all assets packed inside the .resources files and all of the metadata like name, path, extension, compressed size, decompressed size are in the .index files that means is that we open both files in this way: 1. Setup open FDDE index 0 open FDDE resources 1 open = tells QuickBMS to open files. FDDE = the format ID (arbitrary, just a label). index -> is opened as file 0 resources -> is opened as file 1 comtype unzip_dynamic 2. Loop This sets compression to Zlib dynamic (handles soo many decompressions). endian big This sets reading data in Big-Endian. goto 0x24 Jumps to 0x24 to skip archive header get files long get unk long files -> total number of files in the archive unk -> unknown value (probably versioning or flags) math TMP = files math TMP - 1 TMP = holds files - 1 (Used later to avoid reading an extra value after the last entry). for i = 0 < files The script now iterates once per file entry. endian little The filename block is little-endian, even though the rest of the archive is big-endian. get FNsize1 long getdstring FN1 FNsize1 Reads length of string Reads string data get FNsize2 long getdstring FN2 FNsize2 Another string component get namesize long getdstring name namesize This is the real filename name is used later by log / clog This determines the extracted file name on disk endian big Switch back to big-endian. get offset long get size long get zsize long offset = Where the file data is located in resources size = Uncompressed size zsize = Compressed size get unksize long math unksize * 0x18 math unksize + 5 getdstring unkdata unksize Reads a count (unksize) Multiplies it by 0x18 (24 bytes per entry) Adds 5 extra bytes Skips a block of unknown metadata This is not used for extraction, only skipped to reach the next file entry. 3. Extract the files if size = zsize log name offset size 1 If compressed size equals uncompressed size: File is stored raw log copies data directly from file 1 (resources) else clog name offset zsize size 1 endif clog means compressed log Reads zsize bytes Decompresses using unzip_dynamic Writes size bytes to disk if i != TMP get filenumber long endif Between entries, there is an extra long Probably an ID or index value Not present after the last entry This prevents reading past the table next i Repeats until all files are extracted
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  23. Introduction This question is probably the most asked one and it makes total sense why, the answer unfortunatelly is pretty generic in it's nature, it depends but if we dive deeper turns out it's not as hard as you think might be here is why I personally think this way... Reverse engineering the game, specifically for asset extraction, requires 4 different steps to create: 1. Extract Game Archive, (Reverse enigneer game's extractioon method, spot a compression method, decrypt xor keys (Rarely)) 2. Reverse Enigneer Binary 3D model files 3. Reverse egnineer Binary Texture files 4. Reverse egnineer the Binary Audio files While those are not extreamly hard to topics to learn, it can took some time to figure them out yourselfe. There are numereous ways to reverse engineer those tasks, you can do it manually via binary inspection, or by using, exploits or even by using leaked Beta Builds or reloaded versions, that often are packed with .PDB files (debug symbols) that can be loaded into Ghidra for near source code, code debugging experience. While the best one is still a binary inspection, there are already dedicated tools for this, for inspecting and extracting manually sample by sample, but currently in time being there aren't any automated programs for this so you must choose to rely on Python scripts. For extracting game archives I recommend QuickBMS for model extraction Model Researcher for Textures Raw Texture Cooker and Audacity for Audio... By extracting all of the game content don't forget about the Headers and Magic Numbers, No matter how Payload loos like, the headers are always the same and often contain super usefull info with them. Graphic Debuggers vs Reverse Engineering This is hot topic is the most intersting one, since yes, Dumping 3D Models and Textures + Recording the Audio's using Graphic Debuggers like RenderDoc, nvidia Nsight Graphics and NinjaRipper Exploit obviously way, way easier than any reverse engineering the proprietary files, it can be done in few minutes vs it can took a few days to mounths in Reverse Engineering so the difference is huge sometimes, hovewer after you reverse engineered the binary files you have access to extreamly fast asset "ripping" speeds without relying on the drawcalls and of course you have access to all of the cut contents and very very easier and faster Map/World "ripping". There are obviously upsides and downsides in both of the methods, I personally recommend using exactly what you need for, if there are already scripts for extracting and maybe even converting some binary proprietary assets then go for it!
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  24. Got a point cloud character and some normals, edit: got rid of them:
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  25. Skeleton deformations for the character creator is probably a more accurate term for Veilguards “morph targets” (DAO/DA2 use straight up targets while I/VG use the skeleton to deform morphs with different bone positions) But I’m not a game dev. 😉
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  26. My best bet: edit: fail, at 0x1d934 there's only a copy of the mesh
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  27. 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
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  28. I think you've already set up the aes-key and the correct version of Octopath Traveler 0 (5.4) on fmodel. You need to add the usmap file, which I attached. To do this, go to Settings->Mapping File Path and select the game's usmap file. Then, in Fmodel, navigate to the correct folder (e.g., Content/Local/DataBase/GameText/Localize/EN-US/SystemText/GameTextUI.uasset) and export the file to .json, with right-click and then Save properties (.json).
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  29. 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
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  30. 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
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  31. hi need help ripping and reverse engineering the Geekjam, Toejam, and the Earl models from Toejam and Earl III for a animation. below are the .funk files (which is located in the bdl folder for some reason idk) and .bmt files for each character. files for toe jammin and fateral.zip
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  32. 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
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  33. I don’t know if this has any effect. https://web.archive.org/web/20230000000000fw_/https://www.zenhax.com/viewtopic.php?t=3547
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  34. 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.
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  35. Decided to extract some key frames. from that .mot file I shared earlier. Wonder if there is any insight. The NaNs are interesting tho.
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  36. 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
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  37. 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.
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  38. I made a blender addon to import models, textures and animations for dolphin wave and other games that used the same engine. it can import lzs and lza files as is. You don't need to decrypt or decompress the files https://github.com/Al-Hydra/blenderBUM
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  39. 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.
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  40. 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
  41. 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
  42. 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 files
    1 point
  43. zlib_DeCompressor.pyHere the DeCompressor update, now works with every file
    1 point
  44. 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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