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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. 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
  4. models.zip Here's the map FBX files I got.
    2 points
  5. Let's just say Im remaking a certain game. But in VR
    2 points
  6. 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
  7. fmt_FGOArcade_mot.py Still incomplete
    1 point
  8. tool.py Here a working script that will output json file with { hash: text, ... }
    1 point
  9. 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
  10. make some ajustments! now its working
    1 point
  11. Hello Ikskoks! Thank for the solution. I have seen most of your links long ago but because it says nothing about the "mysterious bytes" after the string "grid", I fall in the conclusion that SOL Files isn't documentation enough. Crazy though, I wouldn't care about where the AMF format bytes data is, as long as the script reproduces a SOL file format and work on the Flash game in question is what matter, like I did with DS-nitro-files-builder. Regardless, this is clearer now. So, there are SOL Editors. My Python project is useless!
    1 point
  12. 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
  13. Just found these forums, that's my github in the OP. Happy to help. This may help you too https://github.com/taylorfinnell/on3diimporter/blob/main/on3diimporter.py
    1 point
  14. You can either use this QuickBMS script to extract the msv audio files out of the rp2: get UNK long get FILES long goto 0x20 for i = 0 < FILES getdstring NAME 7 getdstring DUMMY 25 get OFFSET long get SIZE long get DUMMY2 long string NAME + ".msv" log NAME OFFSET SIZE next i Or you can use this txth file to play the audios out of the rp2 directly (needs vgmstream + an audio player like foobar2000): subsong_count = @0x04 subsong_spacing = 0x2c base_offset = 0x20 name_offset = 0x00 subfile_offset = @0x20 subfile_size = @0x24 subfile_extension = msv Save the text above as ".rp2.txth" and put it on the same directory as the rp2 file. Also if you're using foobar2000, make sure to check "Enable unknown exts" on the vgmstream preferences page.
    1 point
  15. No, mané game extractor! attached my .exe try it you can drop the file into the .exe as well the tool looks like StarWars3PakExtractor.zip
    1 point
  16. Hi Shak-otay, yes it's me, I never imagined you would remember me 😄. I found this texture in the file.
    1 point
  17. 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
  18. 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.zip
    1 point
  19. What I'm trying to do is create a new texture and trying to add an alpha channel while hex editing. The Zip File I provided is mostly for demonstration purposes. I'm trying to edit NINJA_FACE_DAMAGE_000, NINJA_FACE_DAMAGE_001, and NINJA_FACE_DAMAGE_002. My biggest problem is that the textures I'm trying to add an alpha channel to is different than it's original textures and is swizzled differently thus the alpha channel will be different. I am aware the image data will always start at 592 (0x250) and palette data differs depending on the size of the texture 64x64 (0x12A0), 128x128 (0x42A0), 256x256 (0x102D0). Anyways, I was able to use ImageHeat to get an alpha channel from the original textures with PAL8 pixel and RGBA8888 palette and exported it. Also, was able to use the ReverseBox Demo 2 to export and import the original textures just to get familiar with it. These are just a few textures that I'm trying to insert into the game and the alpha channels. MKD Texture Edit.zip
    1 point
  20. Okay, thanks for the lead. I successfully uncompressed the PUD file, and it is indeed a container. The value 0x2 represents the number of files within it. The uncomressed images are raw pixel data and need to be combined with the PAL file to get the correct image. can use imageheat to view the correct image.
    1 point
  21. Here's a sample model for one of the enemies in the game. Notice that "*_div.msb" can't be view/export properly for some reason, but the base one did just fine. PSVitaSample.zip
    1 point
  22. 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
  23. Hi experts. I'm trying to read the MT2 images from Indiana Jones and the Emperor's Tomb (PS2), but I'm stuck trying to piece it all together. The images in the PC version are 32-bit RGBA, so that's easy, and gives us a comparison. For the same image in the PS2 version, it seems to be broken down like this... 64 bytes - basic image data (filename, width, height, etc) width*height/2 - 4-bit pixel values (with 4bit PS2 swizzling) width*height/8 - color values This is what the pixel block looks like, as 4-bit values in grayscale: The color values in the last block, look to be something similar to RGBA5551, so even though the length of this block is width*height/8, as they are 16-bit colors, there are actually only width*height/16 colors. This is what the color block looks like when read as RGBA5551 color values: ... you can see the image in that "color block". I know it's not quite the right colors, but think it might just need some color striping applied to it, or it might not be exactly RGBA5551. As the width/height increase, so does the size of the color block, so it's not a plain palette, it's proportional to the image size. For example, for a 128x128 image, the color block is 2048 bytes. For a 256x256 image, the color block is 8192 bytes. I'm struggling to work out how to join the "pixel" block and the "color" block together so that we end up with a usable image that looks similar to the PC image. I'm assuming maybe we need to generate some in-between colors like in a DDS image, or otherwise apply some kind of "intensity" to the colors or something like that. I've never seen anything like this before - is anyone able to assist in understanding this please? I have attached a ZIP with the PC image, the PS2 image file, and PNGs for both the "pixel" block and the "color" block, so you can clearly see there is a correlation between the 2 blocks. Thanks for your help! vinehead.zip
    1 point
  24. 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
  25. 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 Hex2Obj
    1 point
  26. for the mcgregors normal you can use this bms Decompressor.zip
    1 point
  27. Well, use my old c++ tool, it should work now, tried to rewrote in python for training python syntax, and maybe i did something wrong. ZstdMagicExtractor.zip ZstdMagicExtractor-release version.zip
    1 point
  28. I know I’ve already posted my progress with materialising Mike Tyson but I thought I’d show these also as I managed to convert the normals from green to purple which for me personally and unity mods it works better
    1 point
  29. 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
  30. in the end, I did it, thanks to everyone who posted on this topic.
    1 point
  31. It uses a 1-byte xor encryption - you can use the attached QuickBMS script to decrypt it. The resulting file is a zip file with audio and other file types in. Hopefully the other files will all be the same. odau.zip
    1 point
  32. @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
  33. 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.bms
    1 point
  34. Tutorial which describes how to export-import Horizon Forbidden West game assets by use of id-daemons HFW import tool: Required programs/tools: id-daemons HFW import tool Blender 3.6 ASCII Import-Export Blender Add-on (HFW) HFW Export-Import Tutorial.pdf
    1 point
  35. Sorry, my bad, now i see, list look similiar how my old
    1 point
  36. Hello, you really should put more effort in your request. People who could help don't have all the time in the world, to unpack a vfs, search for the sggr in question, which samples have the "lod problem", etc, etc. WHY not simply upload the samples in question plus a description what EXACTLY you've done so far to get uvs. Your post here is not very insightful, imho.
    1 point
  37. import struct import os import sys from PIL import Image # Constants for offsets FILE_COUNT_OFFSET = 0x28 FILENAME_TABLE_OFFSET = 0x2C DATA_INDEX_OFFSET = 0x178C # A SINGLE, CORRECT LOOKUP TABLE FOR IMAGE DIMENSIONS BASED ON FILE SIZE. # All files are grayscale (1 byte/pixel). SIZE_TO_DIMENSIONS = { 262144: (512, 512), 524288: (1024, 512), 1048576: (1024, 1024) # Add more entries here if new sizes appear } def extract_grayscale_images(file_path, output_dir): """ Extracts all image files from a given .dat archive, assuming they are raw grayscale pixel data. """ with open(file_path, 'rb') as f: # Read the total number of files in the archive f.seek(FILE_COUNT_OFFSET) file_count = struct.unpack('<I', f.read(4))[0] # Read the filename table f.seek(FILENAME_TABLE_OFFSET) filenames = [] for _ in range(file_count): try: name_len = struct.unpack('<I', f.read(4))[0] filenames.append(f.read(name_len).decode('ascii', errors='replace')) except (struct.error, IndexError): # Stop if the file ends unexpectedly break # Move to the data index table f.seek(DATA_INDEX_OFFSET) print(f"Starting extraction of {len(filenames)} files (all as grayscale)...\n") success_count, skipped_count = 0, 0 for i, filename in enumerate(filenames): try: # Read the offset and size for the current file entry_data = f.read(8) if len(entry_data) < 8: break # Reached end of index offset, size = struct.unpack('<II', entry_data) # Check if we know the dimensions for this file size if size not in SIZE_TO_DIMENSIONS: print(f"[{i+1}/{file_count}] {filename} -> UNKNOWN SIZE ({size} B). Skipping.") skipped_count += 1 continue width, height = SIZE_TO_DIMENSIONS[size] # Read the pixel data current_pos = f.tell() # Save current position in the index f.seek(offset) pixel_data = f.read(size) f.seek(current_pos) # Return to the index # Prepare the output path, preserving directory structure safe_name = filename.replace('.dds', '.png').replace('\\', os.path.sep).strip(os.path.sep) out_path = os.path.join(output_dir, safe_name) os.makedirs(os.path.dirname(out_path), exist_ok=True) # ALWAYS convert as 'L' (grayscale) img = Image.frombytes('L', (width, height), pixel_data) img.save(out_path, 'PNG') print(f"[{i+1}/{file_count}] {filename} -> {out_path} ({width}x{height}, Grayscale)") success_count += 1 except Exception as e: print(f"[{i+1}/{file_count}] {filename} -> CRITICAL ERROR: {e}") skipped_count += 1 print(f"\nFinished! Converted: {success_count}, Skipped: {skipped_count}.") if __name__ == "__main__": if len(sys.argv) < 2: print(f"Usage: python {os.path.basename(__file__)} <file.dat>") sys.exit(1) input_file = sys.argv[1] # Create a more standard output directory name output_dir = os.path.splitext(input_file)[0] + "_extracted_images" print(f"Input file: {input_file}") print(f"Output directory: {output_dir}\n") extract_grayscale_images(input_file, output_dir) This script unpack texture. The file names are given with the .dds extension, but these are not DDS files. There are two types of files: those with [e] in the name build correctly, and those without [e] are strange. That's all I can help with. Script usage: python <scriptname>.py <path to file> e.g., python unpack.py sky.t000 - if it's in the same directory as the script.
    1 point
  38. I have released an early version of the tool that can do just meshes with their material names/skeleton:
    1 point
  39. 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
  40. *(I think you should mention the author.)
    1 point
  41. (just my old plugin that was made from example files of another theme) fmt_kn5.py *(don't support encryption)
    1 point
  42. Hey guys, I'm working on these formats and progressing with the meshes, some files don't work properly, the uvs Jxm have submehs and lods, I will post all the progress here
    1 point
  43. Bumping this, if anyone would be an absolute unit to solve the animations it would be greatly appreciated! 🙃
    1 point
  44. 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
  45. 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
  46. The WAVE files just use XBox ADPCM (not that obscure) and you can play and convert them with Foobar + vgmstream (note: some files don't contain audio). You don't really need to do anything else.
    1 point
  47. Maybe I didn’t quite understand your goal, but you can’t just take files from the game and compile them back into the game.) Edit: ah, I read a few posts above, you need to compile Asset Studio, not the game files.
    1 point
  48. Maybe you should open a new thread and ask in there, not here, because this thread is for discussing the motion file.
    1 point
  49. How exactly should I use it? First I have to decrypt the farc files, right? To decrypt the 3D Models I was using quickbms and the script that was on XeNTaX, but that script can't decrypt the farcs from the trading cards
    1 point
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