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There are at least two types of i3d file formats, used within the .i3d files used in ape escape 3 and Rule of Rose uses .i3d files in .mdl files. I3D_BIN: Mesh ✔️ Bones ✔️ Skin ❌ I3D_I3M: Animation ❌ Tools: https://github.com/Durik256/Noesis-Plugins/blob/master/fmt_i3dg.py - Supports meshes. fmt_RuleOfRose_PS2__i3d.zip - Supports bones (made by Bigchillghost from xentax, reuploaded into reshax for quicker accessibility)3 points
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WMA is an audio file format (Windows Media Audio) and can be played by VLC. SFD seems to be a font file but FontForge can't open it ARK files seems to be archive containers that contain inside them another ARK files and another files Edit: SFD is a video file format that can be played by VLC too Here is a python script with batch file to extract the contents of the ARK files, drag and drop one or more ARK files onto the batch (.bat) file Also an ARK.hexpat file you can use in ImHex ARK_File_Parser.rar ARK.rar2 points
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you should change the title to ASTRO BOT Rescue Mission, since it may confuse people as ASTRO BOT is also the name of the 2024 release!2 points
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You should upload some sample files instead of a video; a video isn't very helpful for reverse-engineering this game. NKP is a package file format used by KONAMI in PS2 games. Games I know of that use this format include Cool Girl, Gantz, and NANA, and there might be others. You can unpack NKP files using existing quickbms scripts: idstring "NKP\x1a" get NKP_SIZE long get ZERO long get FILES long for i = 0 < FILES get NAME_OFF long get OFFSET long savepos TMP goto NAME_OFF get NAME string goto TMP putarray 0 i OFFSET putarray 1 i NAME next i putarray 0 i NKP_SIZE math FILES = i for i = 0 < FILES getarray OFFSET 0 i getarray NAME 1 i math i + 1 getarray SIZE 0 i math SIZE - OFFSET log NAME OFFSET SIZE next After unpacking NKP, you'll find NKT files, which should be textures. I'm not skilled enough to fully parse them, but I'm certain that the palette starts at 0x1A0. Most textures are 8BPP, with a few 4BPP ones. Fonts might also be in some NKT files, but I haven't found them. I've attached a few NKT files, hoping that an graphic expert can analyze them. Additionally, you can find all the game's story scripts in allsc.nkp->unpack->(evt_***.nkp). They are in files with the .cg extension, which is actually a text format. You can directly view the script content; remember to use SHIFT-JIS encoding. NKT_TEXTURE_SAMPLE.zip2 points
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Just use this script to extract and import Unity bundles from/to PKG archive https://github.com/bartlomiejduda/Tools/blob/master/NEW Tools/UNITY_TOOLS/Multiple_UnityFS_files_in_one_archive_script.bms There should be 712 unity bundels after extraction. Use UABEA to edit them. Follow this tutorial in case of any troubles https://ikskoks.pl/tutorial-what-is-quickbms-how-to-export-and-import-with-quickbms/2 points
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Asset Studio can open the files you provide, but some files will crash when they are opened, so you can test several more versions and use the version with the least flashback to open the most files for subsequent processing. But before that, you need to split your pkg file Divide them into block files of multiple unityfs I wrote a python script and you just need to run it python split.py pkg file Output folder If you find it troublesome to run scripts, you can also try a more professional unityfs splitter Attached a few screenshots I ran If the problem is solved, you can mark this reply as a solution split.py2 points
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Seeking help with the .mdl format for fable 2 Issues: the headers were stripped from the file by Lionhead. Static meshes and Skeletal meshes seem to have different structures, and it's pretty common for static meshes to have different structures between them. So far: I can find a significant amount out about most of the rigged assets, but there are issues when an asset is split in to submeshes, and with some of the larger meshes. i.e: Bone Count: 143 Bones: [0] CH_HeroChild_Male_Rig_Asset (ID: 4294967295) [1] Shadow_Hip (ID: 0) [2] Shadow_SpineControl (ID: 1) [3] Shadow_SpineControl1 (ID: 2) [4] Shadow_Chest (ID: 3) [5] Shadow_Neck (ID: 4) [6] Shadow_Head (ID: 5) [7] Shadow_jaw (ID: 6) ... Mesh count: 3 Parsing mesh headers... Mesh 0: Child_hair_NEW2 Mesh 1: Child_face3 Mesh 2: hero_eyelash20 Parsing mesh buffers... Mesh Buffer 0: Buffer starts at offset: 0x00002EAB Vertex count: 10093 Face count: 17065 Detected vertex stride: 28 bytes Vertex buffer at: 0x00002F3E (size: 282604 bytes) Face buffer at: 0x00047F2A (size: 34130 bytes) Mesh Buffer 1: Buffer starts at offset: 0x00077B4C Vertex count: 16777240 Face count: 16777216 WARNING: Unrealistic values, possible misalignment Mesh Buffer 2: Buffer starts at offset: 0x00077B64 Vertex count: 65536 Face count: 4278190080 WARNING: Unrealistic values, possible misalignment Attached my python script, and 010 editor script, for anyone willing to help figure this crap out. also 1 mdl file.. mdl.bt character.py mdl.zip1 point
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Hi, you cant open m3g files from Dead Space or any IronMonkey or Firemonkeys that have <IMxM3G> header with any tools made to be for standard M3G engine as these games uses proprietary implementation of modified M3G and later M3G 2.0 standard (which standard officially was never finalized) which are compatible with official standard M3G. You might be able to open some IM-M3G file by changing the header to standard <JRS184> and some non ASCII bytes (for example copied from other m3g file) with whatever tool made for original .m3g. I recently forked PyM3G library allowing parsing M3G file and added some very very basic support for IMxM3G (mainly dection of IMxM3G header as valid) but I'm not interested in adding more support for that format myself although I don;t think it would be very hard having the PyM3G base already and given that for example DeadSpace binary for android has a lot of symbols preserved so decompiled code from it would be actually very useful for reversing the parts added to .m3g format. So if you are interested in developing support for Dead Space models then I can guide you some more. Also must say that this library makes it actually relatively easy to create .m3g files or convert them to different formats.1 point
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I know a way, the hard way... Use 010 hex editor templates from Nenkai, you can found them on his github1 point
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Updated, please remember to feedback if you have any questions resource.py1 point
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For extracting raw data from archives you can use the same script you linked (punisher_ps2_peg.bms) as archive file format is the same across all platforms https://rewiki.miraheze.org/wiki/The_Punisher_CEG_PEG_XEG The difference is in the image encoding, PC version uses standard DXT5 or RGBA8888, while encoding seems to be different on PS2 and XBOX. I was not able to find correct setting with ImageHeat. Here's how it looks for PC sample:1 point
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Darn, thank you though! 👍1 point
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Not possible to open these files with Asset Studio. They are in a .pkg format but the file still seems to be a normal unity bundle archive. https://www.mediafire.com/file/3jdp3wstro17xhg/SRDM.zip/file1 point
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Hi all, I dumped the track data of this game, and interpreted most of the meshes, objects and animations. There is a list of vectors in the first section of the TRK file which i cannot interpret. I guess they are some precalculated physics data like inertia, gravity, centrifugal force, but i am not sure and I might need some ideas/insights. here's a TRK dumper, just run "python trkdumper.py ILE02.TRK > dump.txt". Here's also a quick 3d viewer. use keys 1 to 8 do toggle vectors, mouse to rotate, zoom, wheel to change vector scale. you can find a demo zip with two .TRK files, here: CD Demo no install needed. Thank you very much! trkdumper.py track_box.py1 point
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You're probably not after all this info, but I will provide it for anyone interested. Using this attached file as an example, 00595CEA.kmy, but all the models seem to follow a strict pattern in the header-like area (I guess? It's top of the file, I'm still learning), I'm not sure what 0x0-0x30 is, but once you get to 0x40 there's a pretty consistent pattern, (all of this is big endian, btw, vertices are short signed, UVs too I believe, I'm so far unsure about triangles, they might be strips) not sure what the first 2 bytes are for, maybe a submesh count? But the next 2-4 there's always the vertices count, which for this file is 64. The next two are some sort of count, not sure, next two are the UV count. Things seem to stop there and start back up at 0x4c, where there's an integer that I'm not certain of (it leads right to the end of the file mostly, probably points to the end of reading?), at 0x50 there's always the offset for the vertices (kind of, I'll get to that in a minute), next integer is the normal vertices offset (I guess, not certain), then the UV offset, and finally this strange "basis" offset, which is where the offsets start at, in this file it's at decimal 96, or 0x60, then the offsets from earlier are relative to that point, which now makes them line up. Using these I can consistently get the verts and UVs for a mesh. I'm just completely unsure of where the triangles start, what format they're in, etc., I can sometimes get the model to load a somewhat amount of faces that look kind of correct, but I can't say for sure that I'm even in the right area. I can't find an offset that points to them, the KMY2OBJ converter says something about them but I can't understand the code, it gets a bit too complicated in that area for my understanding. And clearly something goes wrong in the conversion, because some of the models I've tried to use it on only get a piece of the model, just like chunks. I really wish I could provide more about them like you've asked, but I honestly haven't a clue where the face indices start, I've taken some guesses on this model, but nothing really gives a good result. The attached file has an extracted OBJ from the singular tool that does exist, and actually seems to work on this model to a degree, so perhaps with some cross referencing it could be figured out, though honestly the code file probably makes more sense to someone who knows what they're doing, so I'll include it as well, it's how I managed to figure out most of this stuff. It's just a very bare bones converter and has issues with a lot of models, and is missing a lot of things I need. Here's what I did get though, a prop and a character. A character which I will also include for experimenting, and the OBJ that is missing 90% of their mesh. I did see that the material ID is in the hex numbers (it matches the hashed .texturefile, which I've given as well, and it seems both models use this texture file), and seems to be repeated a few times, probably pointing to different textures within the file. testfile.zip1 point
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single_textures.json is a list that stores the original file name about the ui file. The ui file and the texture file themselves are stored in the .6 and .1 files. You can restore the original name of the .6 or .1 file through the resource library for example 75/75629b0d-6953-4d14-8d0c-4afc731e7fa2.6-gui_img_123456.png DIDT can restore file names through the resource library, but this tool is too early to know whether it is outdated. I checked the index you provided, and there is no problem with the index. You try this python version to see if there is any problem. In addition, if you can provide the resource library file, I think I will also take time to update the rename script for you. mpkfile.py1 point
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Hmm ... Go to the Epics github site, clone the appropriate version of Unreal Engine, look for IPlatformFilePak (use VS or VSC to navigate), and you will find the solution. @iks: what's so funny?1 point
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Yeah here is the BMS script i've made (with help of AI) it is extracting only .tmo's files but it's a good start i guess bleach_ROS_tactpkg_tmo.7z1 point
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Trying to extract meshes out of shape streams is futile, they're flex verts (fvfs) and will change across meshes. Furthermore not connecting them to the metadata means you won't have any accurate positional data. Runway files are useless if your goal is to rip more than just the road.1 point
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A few moths ago, I took a break from the Front Mission games just to poke around the the PS2 entries of Armored Core and made a surprisingly rapid amount of progress on their model file formats. The last hurdle I've been experiencing for most of this time is face formation- meshes are composed of either a triangle list (for FX spawn points) or multiple triangle strips. The strips are a problem as it's not clear where one should end and another should begin. I've tried looking in the model file for a flag but found nothing that stood out, then shifted to studying the verts and UVs in hopes they they contain some sort of "rhythm" to no real success. using UVs or the distance between points to determine face formation still yields "bad" faces. I've poked around a few PS2 topics here and it sounds like this is the best I can hope for but would like a second opinion before going forward. File, meshes, and tmr.7z1 point
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I've altered the conversion script and it's now filtering out faces with bad UVs without issue. "Bad" faces generally come in pairs but the first face of the pair doesn't always possess bad UVs, this results in the unintentional deletion of a face that was meant to exist along with the second face. This would make my approach to filtering a waste of time if not for the fact that the bad faces possessing good UVs seem to consistently share an edge with two other faces, something that can likewise be tested for and filtered out. After filtering faces both by their UVs and verts, most of the bad faces should be eliminated. New Armored Core Model Converter.7z1 point
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Usually those dummy files are used to push the game's actual data to the outer edge of the disc so the consoles can read them easier.1 point
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The model tool can be used to extract textures. Using imageheat is not a proper solution because TextureSet1s (Tex1) can house multiple textures all swizzled together in one huge transfer for the GS memory.1 point
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Ooooooh wow! Although I'm not very good with hexadecimal values, this tool was quite intuitive, even with my limited knowledge! Thank you so much, it's definitely the solution!😆1 point
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These files cannot be opened with UABEA or Asset Studio. They are in .pkg format, but the file still appears to be a normal Unity bundle archive. I am only interested in extracting the clean game text so that I can translate it and inject it back in. https://www.mediafire.com/file/3jdp3wstro17xhg/SRDM.zip/file1 point
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thank you so much! i've tested the script on another similar game Surviving High School (they both use .exp episode files) and can confirm it works there too1 point
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The file format itself isn't too terribly complex it seems? There's seemingly no compression for those files either (at least in the demo). I've written a basic file extractor, it's probably far from perfect though.pac_extract.py1 point
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Your samples are textures but there are no pointers to textures or palettes. I can see a pattern, it seems like palette is first and then image data and each has a line of 16 bytes like a header. Something like this(in LLOGO.bin): 1st Texture offset 0x00: 10 00 00 00 10 00 00 00 20 00 00 00 00 00 00 00 --16 bytes palette header offset 0x10: Palette --size 400 Hex or 1024 Dec offset 0x410: 00 01 00 00 80 00 00 00 08 00 00 00 00 00 00 00 --16 bytes image data header. 4 bytes Width(100) & 4 bytes Height(80). So 100x80(256x128) offset 0x420: Image data 256x128 2nd texture offset 0x8800: 10 00 00 00 10 00 00 00 20 00 00 00 00 00 00 00 --16 bytes palette header offset 0x8810: Palette --size 400 Hex or 1024 Dec offset 0x8C10: 00 01 00 00 80 00 00 00 08 00 00 00 00 00 00 00 --16 bytes image data header. 4 bytes Width(100) & 4 bytes Height(80) so 100x80(256x128) offset 0x8C20: Image data 256x128 3rd Texture 4th Texture Etc.. Now, IMAGDATA.bin is just one texture but it has several palettes. Image Data offset at 0x1C700. File format is the same but with multiple palettes; Palette header1 Palette1 Palette header2 Palette2 Palette header3 Palette3 Palette header4 Palette4 . . Etc.. Image data header Image data Here is the 1st Texture in LLOGO.bin using Console Texture Explorer:1 point
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this https://sites.google.com/view/3d-model-archives/tools/akderebur-tools/valkyrie-profile-ak some tools part is missing.1 point
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how difficult would lt be for a beginner to rip environments want to port several maps to xnalara?1 point
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roocker666, I did find other weird situation in some .mdg files. The A05_08.mdg file has less datas in the Normal data block (03 80 XX XX) than expected (calculated from the counters). Submesh block starts at $28 (00 80 02 6C) ($10 00 00 00)--> vertex counter=$10 Vertex block starts at $50 (02 80 10 68) --> vertex counter=$10 Normal block starts at $114 (03 80 10 68) --> vertex normal counter=$10 It has only $0C * 4 bytes instead of $10 * 4 bytes. My .mdg loader module (after the Vertices block) skips the Normal block, it searches for the UV block immediately to solve this problem. I don't need the stored Normal datas because my program calculates it after load. The A004_Guardian_Fire.mdg file uses two texture files: A004_Guard_Fire_Body.tex A004_Guard_Fire_Wings.tex Unfortunately I did not find a 'texture ID' value / submesh in the .mdg file. A05_08.zip1 point
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I really don't understand this .mpk file. Is this file the same as the .pak pubg file that can be extracted and find a collection of other files inside?1 point
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okaayyyyy... turns out my previous copy of Wangan Midnight PS3 I downloaded from was a very bad copy which is why I got this error, so I downloaded another copy and now it finally works with TXRExtractor right now. At least I can finally open new topic for ripping Wangan Midnight PS3 model/textures.1 point
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After testing file parsing through regex expressions and finding it to be impractical, I've returned to my earlier approach and completed a finalized converter for Front Mission 4. The models are available here for those interested. FMO is next and will take far less time. FM4 Final Mass Converter.7z1 point
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It's been a while. I did get through FMO and found the PS2 version is missing some models and plan to take a look at the PC version. I also tried to work on the maps of FM4/FMO since people asked for them and had some success but, much like the wanzers, the maps are subdivided into chunks that are dumped at the origin, making them impossible to work with. Right now, I'm working on identifying what I've dumped and converted from FM5 with the help of this script. Script and Test Files.7z1 point
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OK It seem all gs images are linear format. They can be converted into bmp directly. So I make a quick and dirty BMS script to do these job. The converting process is a little bit slow so it convert single gs image once at a time! Also 0x02 type (5551 pixel format) is not supported since there are only a few. You can use other program like TextureFinder to convert them. how it works: a. convert gsp into gs (using GSPextract.bms) b. convert gs to bmp (using GS2BMP.bms) there are some batch files to help you running QuickBMS in easy. Just edit the path of the batch files path will work. Extract_GSP_to_GS(Drag_and_Drop_Here).bat and Convert_GS_to_BMP(Drag_and_Drop_Here).bat can be in anywhere and as the name said drop the source file into it will do. if you need batch conversion, place Batch_Convert_GS_to_BMP.bat in the same folder as the gs files are and double click the .bat file G_Scripts2.rar PS: feel free to edit these scripts1 point
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I made a very simple Python script to extract the information I found now from the Mot file, But only very little information can be extracted so far. (Update on 2024/01/10) And I made a simple 010 Editor Template.(It was suck... but can use) (Update on 2024/01/21) Updated 010Editor template, it should be possible to parse more KCArcade's Mot data. but there are some slight differences in the file structure of FGOArcade. If want to use it, then need to modify this template slightly. mot_test.zip Mot.bt.zip1 point
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