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I have released an early version of the tool that can do just meshes with their material names/skeleton:5 points
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I am updating the Noesis script from this post to handle more versions of the 3D model rsf format. Soon I will release an update to the script. Meanwhile, as a sample, I want to show some extracted models that we were not able to extract with the old script. On the top left corner we find the Orange Bowl stadium from NCAA 08. On the top right corner we see the hologram (a ficticious one) stadium from Madden 13. The low left corner shows the LA Memorial Coliseum from Madden 12 or 13 and finally on the low right corner we find the Louisiana Tech stadium from NCAA 12. All these rsf files come from the PS3 versions of the games with data in big endian. The script can handle data in little endian too, for example rsf files coming from PS Vita games. I am almost 100% sure that the updated script will be able to handle rsf files from NCAA 08 to NCAA 14 and Madden 07 to Madden 17 with no issues.2 points
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Format: .avi Codec: MV30 Coding program: VirtualDub build 13719/release You can decode it using ffmpeg. Standard videos of the old format.2 points
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There might be a way to find the password using Cheat Engine. Install Cheat Engine, load the game and open the games process. Click on Memory View, go to Search, Find memory and search for this text - jPGbPK6KENwG9ey If found, the password should be very close to this, 44 char long - M2Q6Dj6a*7NxX|gYHe8UH8o9]3CWDjPGbPK6KENwG9ey2 points
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Okay I figured out all of the .mdl's thanks to Shak's original response. All of them can be previewed and exported using the Fable 2 Asset Browser now, which is what I was kind of aiming for. I can get the skeletons out, idk if they're necessarily correct or not, but they works so I can only assume it's fine. So I'm going to turn my attention to the .tex file compression and animations. Obviously looks better in blender but yeah. I'm sure everyone gets the point.2 points
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Animation file from FGO arcade, uses the same engine as various Project DIVA titles but the animation files are formatted in a different way. .mot Tool: https://github.com/h-kidd/noesis-project-diva (works with FGO Arcade's model files and .mot files from Miracle Girls Festival and Project DIVA but it doesn't work with FGO Arcade's .mot files, but you can edit the source code of the tool to try to make it work with the game's .mot files) Sample file is in the attachment. mot_svt_0001.zip1 point
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Yea, I'm working on BHD but mostly focused on the JO/DFX2 engine which is slightly newer and a different format. I'll post here when/if I get BHD usable.1 point
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I have a basic exporter for 3ds max here https://github.com/taylorfinnell/onbadexporter1 point
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.ilv.txth: codec = PSX channels = 2 sample_rate = 44100 interleave = 0x4000 num_samples = data_size1 point
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Bumping this again because I really don't want this thread to quietly die, as it seems the edits to my message are not enough to constitute a bump. Every single possible 16 bit float format I've tried does not work. Indicating this is some proprietary cursed format. Maybe a LUT. Maybe encrypted. Maybe something else. Which probably explains why the .mot files still have not been decrypted all these years. I do suspect what certain bits mean but I am really unsure. I have the model .bin and some other examples of .mot in hand as well so if you would like me to send it I will gladly do so. Just note I do need these files decrypted for a project so I would like this done as fast as possible it would be nice. What I do know is that this is little endian. Z-Y-X order. I have no clue what else. Help is much appreciated please 🙏 (I am not sure what y'all want but I am interested in a way to export the .mot to .csv with a Frame # column. For my application, that is enough.)1 point
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I did the descompressor and compressor but in c++, need to test the compressor thought, because is compressing better than the original. Test in game and show the results, if works. MACROSS_PS1_TOOL.zip1 point
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fmt_psaVita_ValkyrieDrive.py Here's a old noesis plugin to view and export most of the mib, msb and mab of the PSVisa version of the game.1 point
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Edit - just tested it and no 4 mrts is uv, you was right in saying the 4th one is the uv maps by the rule1 point
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Anybody could share mot, tex_db.bin and a model file .bin of a character1 point
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I tried using the head models and tested two of them (DDP and Rovyal). I was able to get the models to work. From my understanding, all of the heads share the same offsets and parameters, so if you can get one model to construct with no weird faces, you can use the same parameters for the other models. I’m just having an issue with the ears, as you can see in the photo below. If you could share your parameters and offsets, I think it would be very helpful. update 1 : got it woriking however the uvs are not working but you can transfer it using copy vertex order plugin in blender UPDATE 2: got the uvs to work for the model using these params but i still have to go inside blender uv unwrap and then copy uv maps to the main model . is there a way i can get uv maps and model all in 1 in hex2obj ? sorry if this is a rookie question since ive never used hex 2 obj before Final Update : I just have to save the mesh from hex2obj settings and the uvs will be added to the obj. thanks for your help Hex2Obj1 point
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Try this tool, made some adjust to read your file. zstd decompressor.zip1 point
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Actually your file is a container with a bunch os zstd files. attached the first file decompressed. I did a tool, long time ago, i will search here. head_conor_mcgregor_model_CB540.mcd.zip1 point
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It's not just 1 block of data, there are multiple compressed ZSTD blocks in your sample file that have to be joined together - e.g. at 0, 0x129b0, 0x31dd0, etc.. It looks as though each file is preceded by the compressed size and anotherr value, except the first block, which looks to be a compressed size of 0x129a0. You might have cut that bit off in your sample. Each block seems to decompress to 0x40000 bytes except for the last one, which is shorter. I guess the header might have some useful info.1 point
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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 info1 point
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Hello guys, I need help to the correct read UV`s and Textures, from the Reckless Racing game. Earlier, durik256 helped me read the mesh format and some UV data from the *.sggr format, but to this day I haven’t been able to figure out the UV scaling and materials. Here’s the link to the discussion: https://reshax.com/topic/1067-reckless-racing-ios-vfs-files/ Below is the Noesis script for reading the mesh data. Script have two problems: - Sometimes the script reads the LOD versions of the mesh models. - It also doesn’t read the UV scale, and the mesh isn’t split by materials. I’m asking for your help in updating this script. from inc_noesis import * def registerNoesisTypes(): handle = noesis.register("Reckless Racing", ".sggr") noesis.setHandlerTypeCheck(handle, noepyCheckType) noesis.setHandlerLoadModel(handle, noepyLoadModel) return 1 def noepyCheckType(data): if data[:4] != b'\x4D\x3C\x2B\x1A': return 0 return 1 def noepyLoadModel(data, mdlList): bs = NoeBitStream(data) ctx = rapi.rpgCreateContext() ofs_res = data.find(b'#RES') if ofs_res != -1: bs.seek(ofs_res + 44) unk, vnum, zero = bs.read('3I') skip = 12 if unk == 4368 else 0 vbuf = b'' vbuf, uvbuf = b'', b''#bs.read(vnum*24) for x in range(vnum): bs.seek(2,1) vbuf += bs.read(2) bs.seek(2,1) vbuf += bs.read(2) bs.seek(2,1) vbuf += bs.read(2) bs.seek(5,1)#4 uvbuf += bs.read(2) bs.seek(2,1) uvbuf += bs.read(2) bs.seek(1,1)#2 bs.seek(skip,1)#12+ rapi.rpgBindPositionBuffer(vbuf, noesis.RPGEODATA_SHORT, 6) rapi.rpgBindUV1Buffer(uvbuf, noesis.RPGEODATA_USHORT, 4) u0, inum, u1 = bs.read('3I') ibuf = bs.read(inum * 2) rapi.rpgCommitTriangles(ibuf, noesis.RPGEODATA_USHORT, inum, noesis.RPGEO_TRIANGLE) try: mdlList.append(rapi.rpgConstructModel()) except: mdlList.append(NoeModel()) return 11 point
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Hey all, I also recently got interested in modding the original QP Shooting. I'm currently working on a command-line tool that so far allows for extracting and repacking the LAG assets, with decoding and encoding of dialogue/system files also now planned to be implemented. However, it seems after reviewing this thread that I wrongfully assumed that the graphics were red-blue-swapped A16B16G16R16 DDS surfaces rather than a special Luna/LAG image format... so that's probably another thing I need to fix up (although the assets can be modified fine with an editor that supports that DDS format once the header is written, so maybe it is just a slightly tweaked version of DDS). I'll post the GitHub link here when I polish and finish it up : )1 point
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@ikskoks Thank you for this script, I also was able to use it successfully. I had a question about the outputted `.kiw` files, there is bytecode in each file that corresponds to in game instructions like character dialogue expressions, choices, background images and music cues. What is the best way to reverse engineer the bytecode in these files? I am not sure of the game engine that made this but are there any existing parsers or scripts for `.kiw` or similar you know of?1 point
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My script for another game should work with these GSB files: https://github.com/DKDave/Scripts/blob/master/QuickBMS/GameCube/Legend_Of_Spyro_New_Beginning_(GameCube)_GSB.bms1 point
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Hello! My goal is to replace texts in Unity games, no matter if the new text data is smaller or bigger than the original. I start by believing you can "rebuild" the resources file: partial replacement (because of the varied 00s after the file path. See Knowledge section) + pointer edit but no matter what script I do, the game shows no texts! And that drive me insane the more I work on it! Replacing texts with smaller one (or space only) through Hex Editing will come out fine (Proven by modding SpookWare and Fishlike, even if the edit is in levelX files). So, it has to be something with pointers (Checksum even!) but where? Hex Edit example: Notice the space after the new name? [EDIT] It's possible to make the text a bit longer or shorter but the length of [text + 00s] must be a divisible of 4. If the original text length is 5, the new text should be between 6 and 8. Don't forget to change the text length number! If the text ends with 4 zeroes, the game will crash. (I overlooked this part, this explain why my script didn't crash the game). When the text replacement script is finished, we can add new bio or Google Translated text shenanigans! If you find something, feel free to share! Python Scripts: Unity Text Extractor Script: Extract all texts data into a txt file for view and modification. Only work with the magic word "I2Languages". Unity Text Extractor Script.py Unity Text Extractor Selective Script: Same but only take the text blocks of interested for edit. Create a txt file of text paths list you wish to extract. Unity Text Extractor Selective Script.py Unity Text Replacer Script (Work in progress): This script attempts to replace texts, including editing header and file size number. Use Dungeon Clawler 2024 Demo resources file as base. Unity Text Replacer Selective Script.py Knowledge (so far) UNITY TEXT FORMAT (Little Eudians) (ressource.assets) 4 Bytes = 01 00 00 00 4 Bytes = Number of Something 4 Bytes = 00 00 00 00 4 Bytes = 0B 00 00 00 (Lenght of "I2Languages") 12 Bytes = I2Languages 00 8 Bytes = 00 00 00 00 00 00 00 00 4 Bytes = 01 00 00 00 4 Bytes = Number of Test/Translation Blocks For [Number of Test/Translation Blocks] times { 4 Bytes = Number of Languages (Absent on First Block) 20 Bytes = 00s (Absent on First Block) 4 Bytes = Path Name Lenght X Bytes = Path Name (Has to contain "/", "_" and no Space) 0 - 15 Bytes = 00 (For completing if the text lengh isn't a divisible of 16) (Unsure) If the Interger Division of [Total of the two above] / 16 is 0 {4 Bytes = 00 00 00 00} 4 Bytes = Number of Languages For (Number of Languages) Times { 4 Bytes = Lenght of Text X Bytes = Text [0A are "\n" (Return to Line)] 0-3 Bytes = 00 (For completing if the text lengh isn't a divisble of 4) } } 4 Bytes = Number of Languages 24 Bytes = 00s 4 Bytes = 01 00 00 00 / End Point without the App_Name Name UNITY RESOURCE HEADER (Little Eudian) Found after the huge chuck of indescribable bytes and 00 00 00 00 at the start 24 Bytes { 4 Bytes = Pointer Number 4 Bytes = 00 00 00 00 4 Bytes = Pointer (?) 4 Bytes = 00 00 00 00 4 Bytes = Length of a Data (?) 4 Bytes = A Number Maybe File Type? }1 point
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Because the fmlb and sound file does exits anymore because when before Game shutdown that files are dynamic content but some files like that are available in beta versión APK and obb but no all files1 point
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Oh man, I'm interested in this. I hack the N64 AKI Wrestling games, and wondered if there was anything for Def Jam Vendetta. Where can I find this Byte Map tool?1 point
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Hello! I was working on a Python script that replace Sprites data with another for Unity games but Unity has another trick in its sleeve. For those who use AssetStudio, you will extract sprites like this (from Dungeon Clawler 2024 Demo): But with a tweak, I found out Unity uses more data to store RGBA32 sprites! Unity uses an Anisotropic filter to enhance the quality. Something that is difficult to replicate with Python and every sprites doesn't follow the same rule! We have to follow them individually. Another example with Clawcula. Interestingly enough, a partial replacement works and those which lack shearing, like the Logo, are easier to replace. Not every sprites use all "layers" which should make things easier. What I replaced with: And here is the original one: Despise the flaw, it's sufficient replacement. I was close to replace the sprites with Animal Crossing cub villagers without using Unity (after the Unity controversy, which lead me to mod Unity games with Python). Video Example: https://drive.google.com/file/d/18L1NBMWRQjwmCnFElAzJ2ww6KMtV2YE9/view?usp=drive_link If you have information on reproducing correctly their Anisotropic effect, feel free to share! Python Scripts: Unity Image Extractor: This extract all sprite data from resource files. Work on RGBA32 and RGB24. Don't forget to create a new folder, I don't know how to make the script allow you to choose one. Unity Image Extractor Script FINAL.py Unity Image Replacer: This replace all sprites with those from the batch. Although it works for RGBA32 and RGB24, it works better for the latter. Unity Image Replacer Script FINAL.py Unity Ano Simulate (Work in Progress): An attempt to simulate the Anisotropic effect for a bulk. Work best for no shear one. Unity Ano Simulate Script (Bulk) with Shear.py1 point
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You can use my latest Fmod Bank Tools - https://www.nexusmods.com/rugbyleaguelive3/mods/2 https://github.com/Wouldubeinta/Fmod-Bank-Tools Just PM me for the bank password.1 point
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i update my plugin : fmt_DS2_PS3_geo.py *(The uvs file must be located in the same folder as the model, either in the "MeshVolatile" subfolder or next to the model.)1 point
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Bigfile was in SOR4 too. There's at least some sort of base to work with, but the sor4 tools don't really work with Absolum.1 point
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For XNB you can use tools like xnbcli https://github.com/LeonBlade/xnbcli For TTF you can use tools like High-Logic FontCreator https://www.high-logic.com/font-editor/fontcreator For other files it's hard to tell because you didn't upload any samples.1 point
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(just my old plugin that was made from example files of another theme) fmt_kn5.py *(don't support encryption)1 point
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why don't you just connect the vertices in a 3d editor. the plugin opens the models, that's all you need. the rest you can work on yourself1 point
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my plugin for vfs work with your file EDIT: and i made preview plugin for *.sggr fmt_sggr.py (*.pvr its image, use pvrTexTool)1 point
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Did you ever figure out the animations format? I'd love to get access to the animations for some stuff but of course, the MOT files are formatted differently 😔1 point
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Maybe you should open a new thread and ask in there, not here, because this thread is for discussing the motion file.1 point
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for fgo's script, you just need run this: python FGOArcade-FARC.py "your farcfile path" for farcpack tool, Run it in the shell to see the cli commands.1 point
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https://github.com/h-kidd/noesis-project-diva AFAIK this uses the same (or highly relevant - Virtua Fighter 5 based) engine as other arcade games such as Project DIVA Arcade or Fate Grand Order I guess the animation format would be relevant (and hope this be helpful for REing)1 point
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Hello Everyone! So i'm back, i'm taking some time to explain the way i made things working. Who knows, it may give some insights? So let's begin (I'll try to update a bit this post to make a cleaner tutorial. first, i'm giving the .rar with the updated .exe and extra files to make things running the easy way, i'll update a bit later my git to create a fork of the original source code) So... let's begin! ___ ➡️The Easy Path : 1. Download the MK11PackageExtractor.rar 2. Extract the content in your MK11 folder (from steam, whatever, it's just the base : DriverLetter:\yourpathtothegame\Mortal Kombat 11\ 3. ⬇️ ➡️Drag your .xxx files out of assets folder (the ones you want) - copy them... it's better for your game can still run XD - and drop them at the same level of your MK11PackageExtractor.exe. ➡️Clic on decompress.bat and you can check the extraction in the created "output" folder with your "NameOfExtractedPackage". (It's a loop fetching your .xxx files) (careful, it only works for XXX files, though the source code implemented the feature, I don't know why PSF isn't working. But it doesn't matter because PSF are not compressed like .XXX so Ravioli Game Tools can do the job without problem) 4. In "NameOfExtractedPackage", you may find a ".upk" at its base. There, you can use Ravioli Game Extractor to check the information within and perform a clean extraction of the files. Most of the time, the sound format is .wem, so unless you use vgstream in foobar2000, you'd have to convert the file to listen to the file. ____ ➡️The Dev Path : (long term solution) - I haven't posted the things on github yet - so forget the part i'm giving my updated code, yet, i'm sharing what you need in order to perform the compiling To get the code working, get your dev tool (i'm using VS Code - it's free). ✅1. Download Mingw64 - i think latest version - to get the compiler working ✅2. IntelliSense being deprecated, use the last version at disposal (the time i'm writing, it's C / C++) ✅2. Clone the original git (The one who belongs to thethiny), or mine if you want the modifications used to make the code working ✅3. 3 steps : ↪️You'll need to add libraries in some headers, cstdint for most, fstream for a few ↪️in MK11file.h, i added the XXX hex code to focus on XXX files PFS = 0x0008u, 🆙 XXX = 0x0040u, OODLE = 0x0100u ↪️In extract.cpp, modify the algorithm so the compression flag for .xxx files can ALSO be applied while using oodle. Why? Because otherwise, .xxx files can't be checked with oodle compression, in other words : it won't work and you'll get an error. With so little documentation, i had to fetch things by myself, it's all because of an hex code for .xxx files not being taken into account, that's strange when you think of it because the original program should check the .xxx files 😄 ⏹️4. I added a quick text log to MK11file.cpp to compare file informations in ::validate_header ✅5. In Tasks.json, you'll need to help setting up the compiler path to create the file. I'm really not an expert in this part so i'm just focusing on MK11PackageExtrator.exe (or rename the file if you like) - This is the part most would prefer my task.json if you want a faster working thing. Here is maybe the most important part : "tasks": [ { "type": "shell", "label": "C/C++: g++.exe build active file", "command": "Driver:\\pathtomingw64\\msys64\\ucrt64\\bin\\g++.exe", //replace Driver:\\pathtomingw64 with your folder to mingw64 "args": [ "-g", "${workspaceFolder}/src/extract.cpp", "${workspaceFolder}/src/implementations/*.cpp", "-o", "MK11PackageExtractor.exe", "-std=c++11", "-I", "${workspaceFolder}/src/headers" ], "options": { "cwd": "${workspaceFolder}" }, "problemMatcher": [ "$gcc" ], "group": "build" }, ✅✅6. Use g++, not gcc (there are errors of compilation in gcc) ✅7. for Visual Studio Code, the part if you want to get a faster compilation : Ctrl + Shift + B while targetting main.cpp Once again, i'm a total newb in C++, i'm not even a senior developper, i just know how to thinker some stuff and that's it. 😄Oh and i forgot, the dev didn't add the required .dll for the .exe to work with .xxx, I had to fetch them but you're lucky, they're part of the .rar so you don't have to do the same i did🙂 Happy extracting! 😄 PS : i'm not english native speaker, forgive my bad way of explaining the technical stuff 🔲PS2 : Edit, because i like to manage several projects at the same time : Pushed a mod on Nexus for Mass Effect (i think i'll prefer hanging to less sites than too many, Nexus is a bit much above github), made new music extracts + edits, creating fly camera scripts... -. I still haven't pushed the code modifications on github for MK11 😅 I'll make a fork of the original code, then put all my modifications + a clean release when possible! MK11PackageExtractor.rar1 point
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This thread is about the audio extraction tools from the legacy Dead Space trilogy (Dead Space, Dead Space 2, Dead Space 3). All of the tools were downloaded from Xentax years back, so credit to all of the original makers of the tools go to them. I just want to preserve them in a single place. I don't recall from memory any more what all of these file formats were, so I'm probably not much help with the usage. I'm just pasting links of the tools I had uploaded to my Mediafire account in 2018. However, what I do remember is that some of these tools that supposedly worked with two games were acting out a bit so I just in case had made seperate versions for each game. Dead Space 1 definitely has its own file formats and tools that don't work on Dead Space 2 and 3 and wise versa. I believe SBK unpacker works for all of the games but I'm not 100% sure. Exa unpacker was for Dead Space 2 specifically and EALayer for Dead Space 3, but I'm not sure if they could be modified so that one tool works with a single game. To be honest, if I was more knowledgeable, I'd just make one megatool with a proper UI that can open and extract from all of the games since having these billion exe files is frustrating. =============================== Universal .STR and DS2-3 BigFile formats' RickVisceral's BigViewer (Note that the BigFile extractor has its own UI and the STR file opener is included in the same folder. I'm pretty sure the STR file tool works with DS1 since I don't have any seperate tool for that file format with DS1 label). https://www.mediafire.com/file/vmgh564ita25wqz/RickVisceral110423.zip/file Dead Space (2008) .SNU to .WAV https://www.mediafire.com/file/tnisaj3elv77ajy/ds1_.snu_to_wav.rar/file XAS decode https://www.mediafire.com/file/tt61elv4u4sr0ca/ds1_xas_decode.rar/file Dead Space 2 (2011) SBK Unpacker https://www.mediafire.com/file/fdr8f6y5mpxf9gt/SBK_unpacker_DS1-3.rar/file EXA to MP3 https://www.mediafire.com/file/240allqyd7a6eck/DS2_EXA_to_mp3.zip/file Dead Space 3 (2013) EALayer (same as exa to mp3 if I recall but for Dead Space 3 only) https://www.mediafire.com/file/gg10lwpe0i6blla/ds3_ealayer.rar/file If I recall, some audio files can't be extracted for some reason, I think it was because they use console audio formats for some reason. For one, I recall that Dead Space 3 audiostreams folder was missing quite a bit of music files when I was uploading the whole soundtrack on YouTube some 6 years back so I had to resort to recording in the game. Also, the NPC chatter sounds come in multiple languages, so if you want English version, you need to pick the right one from the number stack. So don't be alarmed if you think you're missing some final audio files. Here are all of the 3D model tools: Edit: Here are all the tools linked to this forum instead of Mediafire: Gibbed Visceral viewer (DS2-3 archive unpacker, DS1-3 .STR unpacker) Visceral Viewer DS2-3 Parsed.rar Here is the uncompiled version of the Visceral viewer. I don't see the Dead Space 3 file list, so the version I originally received from Xentax, that I have attached, is much more up to date. https://github.com/gibbed/Gibbed.Visceral DS2-3 EAlayer (exa / snu to MP3) ds2 ealayer.rards3 ealayer.rar DS1 SNU to WAV ds1 towav snu.rar DS1-3 SBK unpack (DS2 version works with DS1 as I recall) ds2-3 sbk unpack.rar DS1 Xas decode (exa to wav or mp3) ds1 xas_decode.rar Credits go to all the original authors of these tools, I am merely reuploading them for the sake of preservation purposes and take credit only for that.1 point
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