Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation since 10/19/2025 in Posts

  1. I have released an early version of the tool that can do just meshes with their material names/skeleton:
    5 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'm trying my best to make it load somehow
    3 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. I found the solution. Use the pak.py python script (i uploaded) in the same directory as the .data file This will extract the UE4 .pak file from the .data file Since the version is 4.27, use the QuickBMS 4.27 Unreal Engine Script to extract all data! Then you can use UModel to extract models/audio etc! # Unreal Engine 4 - Unreal Tournament 4 (*WindowsNoEditor.pak) (script 0.4.27e) # script for QuickBMS http://quickbms.aluigi.org math NO_TAIL_INFO = 0 # set it to 1 for archives with corrupt/missing tail information (extract without index) math VERSION = 3 # set it to 3 if NO_TAIL_INFO = 1 for most of modern games quickbmsver "0.12" callfunction QUICKBMS_4GB_CHECK 1 # set your AES_KEY here as umodel hex ("0x1122...") or C string ("\x11\x22...") # don't change AES_KEY_IS_SET, it will be handled automatically set AES_KEY binary "" math TOC_FILE = 0 math ALTERNATIVE_MODE = 0 math AES_KEY_IS_SET = 0 math BASE_PATH_INCLUDED = 1 math DIR_FLAG = 1 math NAME_FROM_ARRAY = 0 math SKIP_COUNT = 0 get ARCHIVE_NAME basename get ARCHIVE_PATH FILEPATH math CHUNK_OFFSET_ABSOLUTE = -1 # default, enabled # 1 = HIT math WORKAROUND = 0 if NO_TAIL_INFO != 0 get OFFSET asize math ALTERNATIVE_MODE = 1 else goto -0xcc # version 11 (4.26-4.27) savepos MAGIC_OFF get MAGIC long get VERSION long endian guess VERSION get OFFSET longlong get SIZE longlong getdstring HASH 20 xmath SIZE "MAGIC_OFF - OFFSET - 1" get FSIZE asize savepos CUR_POS if CUR_POS = FSIZE string COMP1 = "" else get CHECK byte if CHECK > 1 goto -1 0 SEEK_CUR endif getdstring COMP1 32 getdstring COMP2 32 string COMP1 l COMP1 string COMP2 l COMP2 endif if VERSION >= 3 goto MAGIC_OFF goto -1 0 SEEK_CUR get ENCRYPTED byte if ENCRYPTED != 0 callfunction SET_AES_KEY 1 log MEMORY_FILE5 OFFSET SIZE encryption "" "" else log MEMORY_FILE5 OFFSET SIZE endif math TOC_FILE5 = -5 endif goto 0 callfunction GET_BASE_PATH 1 endif get FILES long TOC_FILE5 getdstring DUMMY 12 TOC_FILE5 get HASHES_OFFSET longlong TOC_FILE5 math HASHES_OFFSET - OFFSET get HASHES_SIZE longlong TOC_FILE5 getdstring DUMMY 24 TOC_FILE5 get NAMES_OFFSET longlong TOC_FILE5 math NAMES_OFFSET - OFFSET get NAMES_SIZE longlong TOC_FILE5 getdstring DUMMY 24 TOC_FILE5 savepos BASE_INDEX_OFF TOC_FILE5 goto NAMES_OFFSET TOC_FILE5 math CHUNK_SIZE = 0x10000 # just in case... for i = 0 < FILES callfunction GET_NAME_AND_OFFSET 1 if NAME = "" continue NEXT0 endif savepos TMP_OFF TOC_FILE get OFFSET longlong TOC_FILE get ZSIZE longlong TOC_FILE get SIZE longlong TOC_FILE get ZIP long TOC_FILE getdstring HASH 20 TOC_FILE math CHUNKS = 0 math ENCRYPTED = 0 if VERSION >= 3 if ZIP != 0 get CHUNKS long TOC_FILE for x = 0 < CHUNKS get CHUNK_OFFSET longlong TOC_FILE get CHUNK_END_OFFSET longlong TOC_FILE putarray 0 x CHUNK_OFFSET putarray 1 x CHUNK_END_OFFSET next x endif get ENCRYPTED byte TOC_FILE get CHUNK_SIZE long TOC_FILE endif #if ALTERNATIVE_MODE != 0 savepos TMP_OFF TOC_FILE math OFFSET + TMP_OFF #endif #comtype copy callfunction COMPRESSION_TYPE 1 if CHUNKS > 0 log NAME 0 0 append math TMP_SIZE = SIZE if CHUNK_OFFSET_ABSOLUTE < 0 && OFFSET != 0 getarray CHUNK_OFFSET 0 0 if CHUNK_OFFSET u< OFFSET math CHUNK_OFFSET_ABSOLUTE = 0 else math CHUNK_OFFSET_ABSOLUTE = 1 endif endif for x = 0 < CHUNKS getarray CHUNK_OFFSET 0 x getarray CHUNK_END_OFFSET 1 x math CHUNK_ZSIZE = CHUNK_END_OFFSET math CHUNK_ZSIZE - CHUNK_OFFSET math CHUNK_XSIZE = CHUNK_ZSIZE if ENCRYPTED != 0 callfunction SET_AES_KEY 1 math CHUNK_XSIZE x 16 endif if TMP_SIZE u< CHUNK_SIZE math CHUNK_SIZE = TMP_SIZE endif math CHUNK_OFFSET = OFFSET if ZIP == 0 log NAME CHUNK_OFFSET CHUNK_SIZE 0 CHUNK_XSIZE else clog NAME CHUNK_OFFSET CHUNK_ZSIZE CHUNK_SIZE 0 CHUNK_XSIZE endif math TMP_SIZE - CHUNK_SIZE math OFFSET + CHUNK_XSIZE next x append else # the file offset points to an entry containing # the "same" OFFSET ZSIZE SIZE ZIP HASH ZERO fields, # just an additional backup... so let's skip them savepos BASE_OFF TOC_FILE math BASE_OFF - TMP_OFF math OFFSET + BASE_OFF math XSIZE = ZSIZE if ENCRYPTED != 0 callfunction SET_AES_KEY 1 math XSIZE x 16 endif if ZIP == 0 math BLOCK = 0x40000000 xmath FSIZE "OFFSET + ZSIZE" log NAME 0 0 append for OFFSET = OFFSET < FSIZE xmath DIFF "FSIZE - OFFSET" if DIFF < BLOCK math XSIZE = DIFF if ENCRYPTED != 0 math XSIZE x 16 endif log NAME OFFSET DIFF 0 XSIZE else log NAME OFFSET BLOCK endif math OFFSET + BLOCK next append else clog NAME OFFSET ZSIZE SIZE 0 XSIZE endif endif encryption "" "" if ALTERNATIVE_MODE != 0 if CHUNKS == 0 math OFFSET + XSIZE endif goto OFFSET get TMP1 longlong get CHECK byte if TMP1 == 0 && CHECK != 0 goto OFFSET continue NEXT1 else goto OFFSET endif xmath CHECK "0x800 - (OFFSET % 0x800)" if CHECK <= 16 padding 0x800 endif savepos OFFSET get TMP1 longlong get TMP2 longlong if TMP2 == 0 padding 0x800 else goto OFFSET endif label NEXT1 endif label NEXT0 next i print "\nEntries ignored: %SKIP_COUNT%" for i = 0 < SKIP_COUNT getarray NAME 7 i print "Ignored entry: %NAME%" next i startfunction SET_AES_KEY_ASK math AES_KEY_IS_SET = 1 print "The archive is encrypted, you need to provide the key" if AES_KEY == "" set KEY unknown "???" else set KEY binary AES_KEY endif if KEY == "" math AES_KEY_IS_SET = -1 set AES_KEY string "No key provided, encryption disabled" elif KEY strncmp "0x" string KEY << 2 string AES_KEY h KEY else set AES_KEY binary KEY endif print "KEY: %AES_KEY%" endfunction startfunction SET_AES_KEY if AES_KEY_IS_SET == 0 callfunction SET_AES_KEY_ASK 1 endif if AES_KEY_IS_SET > 0 encryption aes AES_KEY "" 0 32 endif endfunction startfunction GET_BASE_PATH get NAMESZ long TOC_FILE5 getdstring BASE_PATH NAMESZ TOC_FILE5 if NAMESZ != 0x0A && NAMESZ < 0xFF string BASE_PATH | "../../../" math BASE_PATH_INCLUDED = 0 endif endfunction startfunction CHECK_UNICODE if NAMESZ >= 0 getdstring RESULT NAMESZ TOC_FILE5 else math NAMESZ n NAMESZ math NAMESZ * 2 getdstring RESULT NAMESZ TOC_FILE5 set RESULT unicode RESULT endif endfunction startfunction GET_NAME_AND_OFFSET if NAME_FROM_ARRAY = 1 if CURR_NAME < DIR_FILES getarray NAME 5 CURR_NAME getarray OFFSET 6 CURR_NAME goto OFFSET math CURR_NAME + 1 if CURR_NAME = DIR_FILES math NAME_FROM_ARRAY = 0 endif endif else if DIR_FLAG = 1 get DIR_COUNT long TOC_FILE5 math DIR_FLAG = 0 endif if DIR_COUNT = 0 math DIR_FLAG = 1 callfunction GET_NAME_AND_OFFSET 1 else math DIR_COUNT - 1 get NAMESZ signed_long TOC_FILE5 callfunction CHECK_UNICODE 1 string DIR_NAME = RESULT get DIR_FILES long TOC_FILE5 if DIR_FILES = 0 callfunction GET_NAME_AND_OFFSET 1 else for y = 0 < DIR_FILES get NAMESZ signed_long TOC_FILE5 callfunction CHECK_UNICODE 1 string NAME = RESULT string NAME p "%s%s" DIR_NAME NAME if BASE_PATH_INCLUDED == 0 string NAME p "%s%s" BASE_PATH NAME endif putarray 5 y NAME get OFFSET long TOC_FILE5 savepos TMP_INDEX_OFF TOC_FILE5 if OFFSET != 0x80000000 && OFFSET != 0x7FFFFFFF xmath INDEX_OFF "BASE_INDEX_OFF + OFFSET" goto INDEX_OFF TOC_FILE5 get FLAGS long TOC_FILE5 xmath HAS_SIZE "FLAGS & 0x3F" xmath IS_64 "FLAGS >> 28" if HAS_SIZE = 0x3F get CHUNK_SIZE long TOC_FILE5 endif if IS_64 = 0xE get OFFSET long TOC_FILE5 else get OFFSET longlong TOC_FILE5 endif else putarray 7 SKIP_COUNT NAME math SKIP_COUNT + 1 string NAME = "" putarray 5 y NAME endif putarray 6 y OFFSET goto TMP_INDEX_OFF TOC_FILE5 next y math NAME_FROM_ARRAY = 1 math CURR_NAME = 0 callfunction GET_NAME_AND_OFFSET 1 endif endif endif endfunction startfunction COMPRESSION_TYPE if COMP1 = "" comtype zlib endif if ZIP = 1 && COMP1 = "zlib" comtype zlib elif ZIP = 1 && COMP1 = "zstd" comtype zstd elif ZIP = 1 && COMP1 = "oodle" comtype oodle elif ZIP = 1 && COMP1 = "lz4" comtype lz4 elif ZIP = 1 && COMP1 = "gzip" comtype gzip elif ZIP = 2 && COMP2 = "zlib" comtype zlib elif ZIP = 2 && COMP2 = "zstd" comtype zstd elif ZIP = 2 && COMP2 = "oodle" comtype oodle elif ZIP = 2 && COMP2 = "lz4" comtype lz4 elif ZIP = 2 && COMP2 = "gzip" comtype gzip elif ZIP = 3 || ZIP = 4 || ZIP = 0x10 # 3 - Faith of Danschant, 4 - Days Gone, 10 - Ashen comtype oodle if WORKAROUND == 2 comtype lz4 endif endif endfunction startfunction QUICKBMS_4GB_CHECK math TMP64 = 0x10000000 math TMP64 * 16 if TMP64 == 0 print "You must use quickbms_4gb_files.exe with this script!" cleanexit endif endfunction pak.py
    1 point
  8. 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
  9. 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.zip
    1 point
  10. I have a basic exporter for 3ds max here https://github.com/taylorfinnell/onbadexporter
    1 point
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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
  16. Here you can see something, but I don't know how to find the faces.
    1 point
  17. 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
  18. 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
  19. 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
  20. Anybody could share mot, tex_db.bin and a model file .bin of a character
    1 point
  21. 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
  22. 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
  23. 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
  24. Try this tool, made some adjust to read your file. zstd decompressor.zip
    1 point
  25. 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
  26. 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
  27. in the end, I did it, thanks to everyone who posted on this topic.
    1 point
  28. 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
  29. 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
  30. @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
  31. 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
  32. 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 files
    1 point
  33. 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
  34. 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
  35. 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.py
    1 point
  36. Format: .avi Codec: MV30 Coding program: VirtualDub build 13719/release You can decode it using ffmpeg. Standard videos of the old format.
    1 point
  37. 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.
    1 point
  38. *(I think you should mention the author.)
    1 point
  39. So I was wrong, Conker's Eyes don't rely on a shader to make them look correct, the eyes have 3 UV channels for the Pupil, Highlight, and the Eye Lids. I just recently implemented the Multi UV Channel support
    1 point
  40. (just my old plugin that was made from example files of another theme) fmt_kn5.py *(don't support encryption)
    1 point
  41. I know this is from April but I want to give my two cents on this because I just figured out how to do this myself and I hope this can help other people as well. I'll try and simplify this in a step-by-step format as best as I can. Preliminary requirements Programs you will need include: Ryujinx (or any application that can extract NSP files) RevilLib (for file conversions) Kuriimu2 (for .arc file viewing & exporting) (Optional) Notepad++ or VS Code, I prefer these to create and format .json files in. 1. Getting the extracted files Using Ryujinx is the easiest way to convert the switch rom format (NSP) into something that will be readable by other programs. Right click on the game in the game list>Extract Data>RomFS. It will ask you where you want to output the files, I recommend somewhere you'll easily remember. This will take a few minutes. 2. Locating the desired files After you're done exporting the NSP, open Kuriimu and find the .arc file that you want to open. I haven't (for now) put together a library of monster IDs, but know that large monsters start with "em_xxx" in their file IDs, and small monsters are "ems_xxx". This is where the model and texture files for whatever monster you have selected will be (generally). The "mot" folder has the .lmt files in it though, so I would recommend exporting those into the same folder as the model and texture files. 3. Converting the .mod file(s) This is by far the easiest step. You can simply drag and drop the .mod file onto the mod_to_gltf batch file in RevilLib's folder and it should automatically convert the .mod file to .glb in the same location where the .mod file is stored. 4. Converting the .lmt files After exporting your .lmt files, make sure that your .mod file is in the same location. This will speed up the rest of this process, and is also necessary for the spike batching we're about to do. In the same folder as the .lmt and .mod files, create a .json file (I usually just name it "batch.json). Open it up in your text editor of choice, and now I will quickly explain how the spike batching works. 4.1. Spike Batching Here is an example of my code (which exports the Rathian animations): [ [ "em001_00.glb", "em001_00_0.lmt", "em001_00_1.lmt", "em001_00_2.lmt", "em001_00_3.lmt", "em001_00_4.lmt" ] ] The .json file reads from its root directory, so there is no need to link to individual file paths. Thankfully, this program will also automatically group all the animations together, so when you view them in Blender (using the action viewer, in the dope sheet), it is nice and consolidated. What this does is pretty obvious, but we are just telling the program that the .glb file is the model we want to use with the animations, and the .lmt files are the animations that we are assigning to the model. When you are done with this file, drag and drop it onto the lmt_to_gltf batch file (located in the RevilLib folder, same as mod_to_gltf), and you should have the .glb file containing the animations in your root folder. It will have "out" at the end of the filename, if it isn't clear to you which one it is. 5. Importing to Blender Because I use Blender, that is the program that I will refer to in this step. It's really simple to do this because Blender, thankfully, has .gltf and .glb file-reading built-in, so import the xxx_out.glb file that we just got and everything should import correctly, animations and all. The textures are another beast, but I'm willing to explain those as well if needed.
    1 point
  42. not quite sure about uvs, try ofs 17 for U and ofs 21 for V, (all as Short) sample for 4e153346.SGGR
    1 point
  43. 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
  44. Well, it's not a model delivery forum.😁 Trying to make some tool (seems there's up to 9 lods for the coat at least.) Some weird stuff, too. Not sure, whether I should leave it as is.
    1 point
  45. I'm still not sure how to run it, unless I'm doing something wrong, it doesn't seem to be working
    1 point
  46. 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
  47. 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.rar
    1 point
  48. Guys just close this post make no sense, The forum is new in 3d category are 260 post and 4 of this are with the same title "please help .......3dunity". Please search first in forum if exist a answer next make post. Its more easy if collect all the info for type of file in 1 place, honesty the old xentax have guys who redirect to main post if some1 go like this for every little thing. And I see the OP make 3 post in row 5 min from each other for almost the same thing. Just start over this obvious goin anywhere.
    1 point
  49. 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
×
×
  • Create New...