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From further investigation, it seems that some meshes use up to 8 bone weights/indices, where others only use 4. It also looks like they're split into 2 groups of 4 in the vertex data - i.e 4 weights/4 indices/2nd set of 4 weights/2nd set of 4 indices. So I'll need to redo the way bones are processed to see if that fixes it.9 points
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5 points
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Tool released. Its an early version (as usual), but already makes very good results.5 points
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Yes, but it's still in progress, not ready to upload it yet while I iron out a few issues.4 points
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Here's an initial Noesis script for the TMD2 mesh files. I've probably made some assumptions with the format, so I don't know if it'll work for other tmd2 files that I don't have samples for. It doesn't load the textures/materials as yet, mainly because I'm not 100% sure on how they're referenced, but it will do vertex colours and the bones should also work. bleach_rebirth_tmd2.zip4 points
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Yeah, original scripts don't seem to account for all of the different vertex formats, so a lot of meshes won't work. I can get the skeleton working by doing some manual extracting of the data. I'm not sure if the original script author(s) will update theirs. If not, I may do an updated one at some point.4 points
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Another update. Should load almost everything now. Since the last updated, I've integrated reading of the textures and created the materials for each submesh, so they should display correctly. No need to decompress any files first, just load a tmd2 file and it will load the matching texture file. There are issues with some hair meshes - some of them don't seem to have proper textures, maybe they're handled differently, not sure. There are still some texture types that I'm not sure about - they could be specular, metallic, or whatever. As always, it's still a work in progress. bleach_rebirth_tmd2.zip3 points
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3 points
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You can use this Noesis script to get the textures from the LDS files. Not sure how the textures are integrated into the materials to allocate to individual submeshes. rebirth_lds.zip3 points
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tm2 and lds its zlib lds after unpack (dds texture) tm2 after unpack (3d model) structure: 8 bytes magic(PZZEtmd2) uint decSize uint zero uint ofsData uint zero bytes* comData EDIT: i made qbms script BLEACH_TM2_LDS.bms3 points
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Did you tried Store RwShapeIndex Values in a List? Somenthing like that? bs.seek(RwShapeIndexTableOffset, NOESEEK_ABS) rw_shape_indices = [] # Create a list to store RwShapeIndex values for i in range(0, RwVertexInfoCount): RwUnknown_0 = bs.readUShort() RwUnknown_1 = bs.readUShort() rw_shape_indices.append(bs.readUShort()) # Append to the list bs.seek(RwVertexInfoOffset, NOESEEK_ABS) for j in range(0, RwVertexInfoCount): Underline = "_" RwShapeInc = j RwShapeIndex = rw_shape_indices[j] #get the value from the list using the j index. RwShapeIdxNum = "{:04d}".format(RwShapeIndex) RwShapeIndexTmp = str(RwShapeIdxNum) print(RwShapeIndexTmp)3 points
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Here you can use the script that I wrote for the WAD files here: ## Fear Effect 3 Inferno (PS2) (Prototype) - WAD extraction script by BloodRaynare ## For use with QuickBMS get HEADER_SZ long get DIRS long # value is always 1 get DIRNAME string padding 0x88 get ENTRY_OFFSET long # probably isn't needed since the script will always go to this offset after ENTRY_NUMS value is being read anyway get ENTRY_NUMS long for i = 0 < ENTRY_NUMS get FILES_ENTRY_OFFSET long get FILES_ENTRY long get FILES_DATA_SZ long get UNK long # something to do with file types? savepos ENTRY_OFFSET goto FILES_ENTRY_OFFSET for j = 0 < FILES_ENTRY savepos TMP get FNAME string string NAME p "%s/%s" DIRNAME FNAME padding 0x80 0 TMP get OFFSET long get UNK2 long # file type arrays? get SIZE long get ZERO long log NAME OFFSET SIZE next j goto ENTRY_OFFSET next i The models can be imported on blender w/ DragonFF addon as for the TXDs it can be opened with Magic.TXD No clue about animations (ANM) or the other files (DBX, CCD).2 points
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2 points
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So I've been following this thread from today, seeing all the progress as it comes. My main aim from the beginning was to find Tier's files and edit her to the authentic look. I've been able to find an alternate, albeit possibly outdated now, method of revealing the full 3d models for the files in Noesis. The python plugin is a slight change to DKDave's code that I found earlier in the thread (same file name). It forcibly commits all triangle data to a single mesh, essentially forcing all vertices and submeshes to appear. Maybe someone can benefit from this potential checkpoint? Can't wait to see what modding brings for this amazing game. I'll continue trying to fiddle with the textures tomorrow! Biggest thanks to DKDave again, doing the Soul King's good work. bleach_rebirth_tmd2.py2 points
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Just a small update to add a few more mesh types from the additional samples provided. bleach_rebirth_tmd2.zip2 points
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Is there a specific file you're having trouble with inside that archive? These appear quite similar. e.g. 0000000000000000_unpack.seg is uncompressed 8-bpp indexed pixels 512x1024 starting at 1600h and a palette at 200h. (you'll have to tell me if the red and blue channels are reversed, since you've played the game)2 points
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Hi everyone, We're excited to announce a small yet important update regarding user groups on our board. This change is the first in a series of improvements planned for the very near future. Please find below the updated and detailed descriptions for each user group: Administrators Moderators Donators Engineers Supporter Members Guests Banned Thank you all for your attention, and we appreciate your ongoing support and contributions to the board. Stay tuned for more exciting updates! Best regards, The Administration Team2 points
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.bsp, lots of small point clouds (11 to 20 vertices, one with 50). Someone with patience required to collect them. The search pattern is xx00000101xy, 5 times in a row, where xx is 00 to 05 and xy a wildcard byte. The vertex blocks start 48 bytes (+/- 1 or so) after the start of the pattern. (Imho most blocks don't look as if they represented meshes, btw.) One vertex (?) block from the end of the file, double vertices included:2 points
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I've just released a new version of ImageHeat https://github.com/bartlomiejduda/ImageHeat/releases/tag/v0.14.2 Changelog: - Added changing canvas color feature. Three colors are available: Gray (default), black and white - Added config file feature. Now program's settings are stored in "config.ini" file - Added translation feature. Two initial languages are supported for this release: English (default) and Polish - Rewritten logic for indexed formats. Now there is an additional combobox where palette format can be selected - Added support for Nintendo Switch swizzling - Added support for PAL_I8A8 format - Added tooltip for longer filenames in Info Box - Fixed bug with mixed shortcuts when using CTRL or SHIFT - Removed support for some rare pixel formats (e.g. RGB121) - Added support for showing palette file name in GUI - Added shortcuts (N/M) for changing palette format - Removed rawutil dependency completely2 points
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Hey folks. I somehow extracted the language files of the game. In some tests I did, I observed that these two files belong to the menu and subtitles of the game. You can find the original language files and decompressed versions in the archive. The only problem is that you need a tool to convert the language files to text files. Because its structure has changed. It would be good if someone takes a look. Assassins_Creed_Shadows_localization_files.7z1 point
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i still would have posted this regardless i did say for anyone to test with1 point
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It doesnt work on decompressed lds files, you have to open the ones straight from the game files1 point
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Hello, sorry if this isn't the appropriate place for to ask for help regarding modifying a game but I'm looking for help trying to modify the Far Cry 3 Editor. I've tried reaching out to countless different modders that have made mods for Far Cry 2 and 3 aswell as in the Far Cry Modding Discord to no avail. I'm far from tech savvy or a software developer/hacker but I'll be more than happy to help along the way in any way that I can since I would really love to enjoy all of the different models that the game has to offer. What I'm looking to achieve: -Add in all of the missing models, NPC's (Pirate Beheader, COOP Heavy Pirate Flamer, Guard Dog/Attack Dog) -Different textures/materials of models (different colors of crates, barrels, tarps that appear in-game, but not the Editor.) /To my knowledge only vehicles cycle trough the different textures. -Missing COOP, Multiplayer, DLC content There are already some mods that try to do this, like https://www.nexusmods.com/farcry3/mods/156, https://www.nexusmods.com/farcry3/mods/334 Unfortunately there are still many missing models and the different textures aren't present. Basic Introduction: This modding guide should be a wonderful read for those interested, while it is for Far Cry 2, all principles still apply. It can be found here: https://docs.google.com/document/d/1ozhN9s_4puzSXVYs12ZAOayyL036hgQuFCVS_jSXbd0/edit?tab=t.0#heading=h.5yuedjwzmzz8 NOTE: If necessary I'll personally provide these archives, including after they have been unpacked. I can guarantee you that none of these have any sort of malware. Inside of our Far Cry 3 installation is the data_win32 folder, inside of it are .dat & .fat file archives which contain different folders as well as the different file formats that the game uses. In order to open these archives, we can use https://www.nexusmods.com/farcry3/mods/5 Alternatively https://github.com/gibbed/Gibbed.Dunia2 There are multiple .exe's that are geared towards modding, which I'm far from knowledgeable about, one is supposedly for .XML editing In order to extract them, all that's needed is to just place the example.dat and example.fat file withing the Gibbed.Dunia2 Tools folder. After that we need to place the example.dat file onto the Gibbed.Dunia.2.Unpack which will open up a program pop-up window that is going to extract all of the files from the archive and create a example_unpacked folder which includes the different types of data like the .XML files, models, sounds, textures, etc... Far Cry 3 uses a "patch" system where putting in a new patch.dat and .fat file inside of data_win32 modifies the game, whether it be changing values, adding in new objects, etc... The 2 mods mentioned above utilize this method in order to change the Editor (IGE-In Game Editor). The specific file being edited is the object_inventory.xml which is a giant list of all the available models, NPC's, Vehicles as well as Directories which just neatly organize where models are found within the editor. The problem: Objects have different tags which I have no clue in figuring out, like how big the Bbox (Bounding box/Collision model) is or what are all of the materials an object can use (e.x. a Barrel can be black/red/blue/green), it seems to be some sort of internal setting since there is no mention of which colors/materials a object can use anywhere. Ideally a script would go over all of the folders and add in the content since doing it manually would be a painstaking process. Hopefully this has been helpful in some way, as I've said already I tried reaching out to many different people but unfortunately it seems that there isn't anyone around who could help me figure all of this out, I wish I was skilled enough to do this myself but this seems like my only option and place where I feel like I can ask for help. If there is any way that I can help, feel free to write so.1 point
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Santex then share here how you extracted the language file. Because none of the existing tools open forge and dat files. If you have opened these files and reached the LocalisationPackage file, share how this was done so that the only thing left for the toolmaker and the tool is to open the LocalisationPackage file. And other people can also benefit from this.1 point
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If you hex the exe, you can find 5 of the upcoming DLC characters. There's some other stuff in there but this isn't the place for me to post it I suppose. It's all on my X page1 point
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If anyone want's a list of which pl#### character is, here's a list. Do note, there is 2-3 DLC chars in the game files which will not have their names shown.1 point
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OK, so managed to extract them, but models aren't currently usable unfortunately. The bones aren't linked and don't export properly to Blender, and also some meshes are missing from clothing, and also don't have a proper rig. If anyone can help update it, I would be grateful. Included some of the models in question. Models.zip1 point
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But it seem like it only works for the files i uploaded. can u try this too? UPDATE: It might should my TMD2 script issue. tested with captain tsubasa script and the tmd2 script they show same result for kon but not for others model UPDATE2: Hair / Cos(Body) Doesn't read properly chara.zip1 point
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I checked both single decompressed file vs individual decompressed files and they are same in size. So I believe that decompression is fine. Maybe that chunks are stacked in some order. But it's just guess... Also i noticed after decompression that some files have pointer on data which actually doesn't exists. See below1 point
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XPR files BMS script format sample files Beard And Granny 3D engine .gr2 files? https://www.mediafire.com/file/y4bjdaizb26q4v8/SplosionMan_XprGamesFiles.zip/file XPR games Archive Twisted Pixel Games Splosion Man Ms. Splosion Man Comic Jumper The Adventures of Captain Smiley The Gunstringer final1 point
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With this tool, you can create .locres from unzipped .uasset and .uexp files. https://github.com/VD42/UE4TextExtractor Or download and use this sample: UEXP_to_Locres.zip (Read the ReadMe.txt!)1 point
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Use fmodel you'll need 002core_9win64.dll and zlib-ng2.dll in .Data folder current state of custom umodel doesn't export static mesh1 point
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Not sure if this will help you (because your demands seems unresonable to me), but I've rewritten the hashing code in Python. You can use it if you want: https://github.com/bartlomiejduda/ReverseBox/blob/main/reversebox/hash/hash_pivotal_games_dat.py1 point
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Hi! I create util for work with .locbin files for this game. If it's still relevant to anyone, you can check it out: https://github.com/bombibanena/DreamLightValley-Localization/blob/main/apps/util/docs/ddv_loc.exe.md In addition to encoding/decoding, I added that functions: - translate - translate texts via API (google, deepl) or local started model for translation from Hugging Face🙂 - check-updates/patch - for update on new version of game1 point
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An early version of the PS2 SDK had a leaked PSS file processing tool called PS2STR.EXE. However, that was only an early version. Considering that WA5 is a relatively late-era PS2 game, the PSS tool included in the SDK should have been updated to support muxing more audio formats, but there haven't been any leaks of that. Therefore, the only option is to reverse engineer this special PSS format ourselves, which is indeed very difficult.1 point
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oh i forgot about that one. Its a file from the game, it must be placed next to the tool.1 point
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I was once a member of ZenHAX (same name and all) and only discovered its fate recently, plus the fact you can't seem to login anymore, and stumbled across this site which seems to be a healthy replacement. I'm not good at actual programming, but I can at least string together logic to use tools to accomplish what I want. I hope my questions here won't be too inane and annoying! 🙂1 point
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Howdy modders! Not sure where else to post this, but I just wanted to share a small personal project with you all that I took a week or so to create. https://jenkinstr.github.io/JMD-Forza-Vehicle-Database/ The page itself takes a bit to load because of the thousands of elements, give it a second or two until it fully loads before using it, as the JavaScript to make the filters/search work loads last. It's not particularly mobile friendly either but that shouldn't be a problem for modders. I tested it on a range of screen sizes. This was created from all versions of Forza that are extractable on PC, with the only exception being Apex and the most recent Motorsport 2023. FM5 and FM6 are not included as they were never released for PC, and FM1 is excluded as it uses a different file system for vehicles than the rest. If you have any questions or suggestions or just want to discuss the crazy amounts of data, I'd love to hear it! 🙂1 point
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