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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. 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
  7. === 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
  8. 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.
    1 point
  9. My best bet: edit: fail, at 0x1d934 there's only a copy of the mesh
    1 point
  10. 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
  11. 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
  12. here you go : 0x09D01B34E843AC6BE08BD854B3CEDA0C4CA52281C08B02BF827F3ADA77173BCA
    1 point
  13. 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
  14. 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
    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. 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
  18. 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
  19. 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
  20. Decided to extract some key frames. from that .mot file I shared earlier. Wonder if there is any insight. The NaNs are interesting tho.
    1 point
  21. 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
  22. 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
    1 point
  23. 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
  24. make some ajustments! now its working
    1 point
  25. 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
  26. .ilv.txth: codec = PSX channels = 2 sample_rate = 44100 interleave = 0x4000 num_samples = data_size
    1 point
  27. 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
  28. 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
  29. 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
  30. 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
  31. Here you can see something, but I don't know how to find the faces.
    1 point
  32. I used the files from the zip, iirc. But seems, you're too late to the party...
    1 point
  33. 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
  34. rename it to .awb files then use the lastest vgmstream, works well
    1 point
  35. 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
  36. Anybody could share mot, tex_db.bin and a model file .bin of a character
    1 point
  37. 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
  38. 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
  39. For this format it's not as hard as you may think of. It's just a matter of persistent search which some people lack of and leave it to guys like me... Be that as it may, here's a H2O example, copy the 6 lines into notepad, for example, and save as ch0001_01_whatever. Rename the .txt file to .H2O then and load the model and the H2O file into hex2obj. Press the 'mesh' button. 0x951408 11085 Vb1 32 99 0x8F8A68 5239 021010 0x0 255 ch0001_01 obj.bin seems to contain different meshes: And the start address of the concerning FI block is unknown: Being bored by this annoying FIs' start address search for each sub mesh I used meshlab again:
    1 point
  40. 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
  41. 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.py
    1 point
  42. Mostly, PNG files are decompressed, so it's fairly easy to edit and reimport them. However, you need to compress your PNG files using the site iLoveIMG. For example, if the original PNG is 10 KB, your PNG must be 10 KB or less, so you will need to compress it on the site. I’ve attached 3 files: Two BMS scripts: One script will unpack the data, decompressing all files. The other script will unpack the file without decompressing it (this is the one you should use for reimporting; reimport with -r, not reimport 2 in quick bms). A Python script (.py): This program decompresses and compresses zlib files individually. I have set a compression level to reduce the file size even further. Use this if you need to handle compressed files. zlib_DeCompressor.py BMS.ZIP
    1 point
  43. Maybe you should open a new thread and ask in there, not here, because this thread is for discussing the motion file.
    1 point
  44. 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
  45. 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
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