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  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. To whoever ends up here in the future, there is a really simple to use utility to convert files from Xbox ADPCM to PCM and vice-versa on Github: Sergeanur/XboxADPCM Thanks for the thread, I really thought the WAV files I had were lost forever due to an obsolete codec..! In my case, I am porting the PT-BR voiceover of Max Payne from PC to Xbox, which I am surprised wasn't done before.
    1 point
  8. make some ajustments! now its working
    1 point
  9. When i get home, i will compile the decompressor/compressor unpack and pck tool, is one all tool. std::vector<uint8_t> compressLZSSBlock(const std::vector<uint8_t>& input) { const int MIN_MATCH = 3; // comprimento mínimo para virar par const int MAX_MATCH = 17; // (0xF + 2) const int DICT_SIZE = 4096; const size_t n = input.size(); // Dicionário igual ao do descompressor std::vector<uint8_t> dict_buf(DICT_SIZE, 0); size_t dict_index = 1; // mesmo índice inicial do descompressor size_t producedBytes = 0; // quantos bytes já foram "gerados" (saída lógica) std::vector<uint32_t> flagWords; uint32_t curFlag = 0; int bitsUsed = 0; auto pushFlagBit = [&](bool isLiteral) { if (bitsUsed == 32) { flagWords.push_back(curFlag); curFlag = 0; bitsUsed = 0; } if (isLiteral) { // bit 1 = literal (mesmo significado do descompressor) curFlag |= (1u << (31 - bitsUsed)); } ++bitsUsed; }; std::vector<uint8_t> literals; std::vector<uint8_t> pairs; literals.reserve(n); pairs.reserve(n / 2 + 16); size_t pos = 0; while (pos < n) { size_t bestLen = 0; uint16_t bestOffset = 0; if (producedBytes > 0) { // tamanho máximo possível para este match (não pode passar do fim do input) const size_t maxMatchGlobal = std::min(static_cast<size_t>(MAX_MATCH), n - pos); // percorre todos os offsets possíveis do dicionário for (int off = 1; off < DICT_SIZE; ++off) { if (dict_buf[off] != input[pos]) continue; // --- SIMULAÇÃO DINÂMICA DO DESCOMPRESSOR PARA ESTE OFFSET --- uint8_t candidateBytes[MAX_MATCH]; size_t candidateLen = 0; for (size_t l = 0; l < maxMatchGlobal; ++l) { const int src_index = (off + static_cast<int>(l)) & 0x0FFF; // valor em src_index, levando em conta que o próprio bloco // pode sobrescrever posições do dicionário (overlap) uint8_t b = dict_buf[src_index]; // Se src_index for igual a algum índice de escrita deste MESMO par // (dict_index + j), usamos o byte já "gerado" candidateBytes[j] for (size_t j = 0; j < l; ++j) { const int dest_index = (static_cast<int>(dict_index) + static_cast<int>(j)) & 0x0FFF; if (dest_index == src_index) { b = candidateBytes[j]; break; } } if (b != input[pos + l]) { // não bate com o input, para por aqui break; } candidateBytes[l] = b; ++candidateLen; } if (candidateLen >= static_cast<size_t>(MIN_MATCH) && candidateLen > bestLen) { bestLen = candidateLen; bestOffset = static_cast<uint16_t>(off); if (bestLen == static_cast<size_t>(MAX_MATCH)) break; // não tem como melhorar } } } if (bestLen >= static_cast<size_t>(MIN_MATCH)) { // --- CODIFICA COMO PAR (offset, length) --- pushFlagBit(false); // 0 = par uint16_t lengthField = static_cast<uint16_t>(bestLen - 2); // 1..15 uint16_t pairVal = static_cast<uint16_t>((bestOffset << 4) | (lengthField & 0x0F)); pairs.push_back(static_cast<uint8_t>(pairVal & 0xFF)); pairs.push_back(static_cast<uint8_t>((pairVal >> 8) & 0xFF)); // Atualiza o dicionário exatamente como o DESCOMPRESSOR: // for (i = 0; i < length; ++i) { // b = dict[(offset + i) & 0xFFF]; // out.push_back(b); // dict[dict_index] = b; // dict_index = (dict_index + 1) & 0xFFF; // } for (size_t i = 0; i < bestLen; ++i) { int src_index = (bestOffset + static_cast<uint16_t>(i)) & 0x0FFF; uint8_t b = dict_buf[src_index]; dict_buf[dict_index] = b; dict_index = (dict_index + 1) & 0x0FFF; } pos += bestLen; producedBytes += bestLen; } else { // --- LITERAL SIMPLES --- pushFlagBit(true); // 1 = literal uint8_t literal = input[pos]; literals.push_back(literal); dict_buf[dict_index] = literal; dict_index = (dict_index + 1) & 0x0FFF; ++pos; ++producedBytes; } } // Par terminador (offset == 0) pushFlagBit(false); pairs.push_back(0); pairs.push_back(0); // Flush do último flagWord if (bitsUsed > 0) { flagWords.push_back(curFlag); } // Monta o bloco final: [u32 off_literals][u32 off_pairs][flags...][literais...][pares...] const size_t off_literals = 8 + flagWords.size() * 4; const size_t off_pairs = off_literals + literals.size(); const size_t totalSize = off_pairs + pairs.size(); std::vector<uint8_t> block(totalSize); auto write_u32_le = [&](size_t pos, uint32_t v) { block[pos + 0] = static_cast<uint8_t>(v & 0xFF); block[pos + 1] = static_cast<uint8_t>((v >> 8) & 0xFF); block[pos + 2] = static_cast<uint8_t>((v >> 16) & 0xFF); block[pos + 3] = static_cast<uint8_t>((v >> 24) & 0xFF); }; write_u32_le(0, static_cast<uint32_t>(off_literals)); write_u32_le(4, static_cast<uint32_t>(off_pairs)); size_t p = 8; for (uint32_t w : flagWords) { block[p + 0] = static_cast<uint8_t>(w & 0xFF); block[p + 1] = static_cast<uint8_t>((w >> 8) & 0xFF); block[p + 2] = static_cast<uint8_t>((w >> 16) & 0xFF); block[p + 3] = static_cast<uint8_t>((w >> 24) & 0xFF); p += 4; } std::copy(literals.begin(), literals.end(), block.begin() + off_literals); std::copy(pairs.begin(), pairs.end(), block.begin() + off_pairs); return block; } @morrigan my compressor, try it, and let me know the results.
    1 point
  10. 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
  11. In the ..var01.st2 csv data is contained: edit: and xml data: <!-- ______________________________________________________________________________ Copyright 2004 The Collective, Inc. DISMEMBERMENT DEFINITION Character: Clone Trooper Author: Baback Elmieh Date: 01/07/2004 ______________________________________________________________________________ --> <!-- HEAD --> <DismemberablePart Name="Head" Hitpoints="25"> <!-- The Materials section is a list of materials in the original mesh that are to be turned off when the part is dismembered --> <!-- <Materials> <Material Name="headSG"/> </Materials> --> <!-- ReactionProcessing defines the chunks and particles to be spawned when a reaction dismemberment is processed for the character the definition requires a Bone from which a chunk should be spawned and the name of the chunkmesh. The ChunkMesh definition in turn can have several values set such as GravityScale and UseGinFile. GravityScale greater than 1.0 pulls a chunk down faster, UseGinFile will look for a bounding box with the same name as the chunkmesh in the damage mesh's gin file, if the bound is found, it is used instead of the default rendering bound which can help artists orientate chunks so that they land on their correct side --> <ReactionProcessing> <!-- particles --> <Particles> <!-- spark particle from the joint --> <Param Name="BoneEmission" Value="neck_g"> <Param Name="ParticleID" Value="IDS_FX_LIGHTSABER_BODY_IMPACT"/> </Param> </Particles> <!-- chunks --> <!-- <Chunk Typename="TSingleChunk"> <Param Name="Bone" Value="neck_g"> <Param Name="ChunkMesh" Value="head"/> <Param Name="GravityScale" Value="1.4"/> <Param Name="RandomVelocityScale" Value="0.2"/> </Param> </Chunk> --> </ReactionProcessing> <!-- The Capsules section provides a list of capsules that should affect the hitpoint of the part and should be disabled once the chunk has been dismembered --> <Capsules> <Capsule Name="Dneck_g"/> </Capsules> </DismemberablePart> <!-- LEFT SHOULDER --> <DismemberablePart Name="Left Shoulder" Hitpoints="25"> <Materials> <Material Name="Shoulder_LSG"/> </Materials> <ReactionProcessing> <!-- particles --> <Particles> <!-- spark particle from the joint --> <Param Name="BoneEmission" Value="shoulder_L_g"> <Param Name="ParticleID" Value="IDS_FX_LIGHTSABER_BODY_IMPACT"/> </Param> </Particles> <!-- chunks --> <Chunk Typename="TSingleChunk"> <Param Name="Bone" Value="shoulder_L_g"> <Param Name="ChunkMesh" Value="Shoulder_L"/> <Param Name="GravityScale" Value="1.8"/> <Param Name="RandomVelocityScale" Value="0.1"/> </Param> </Chunk> </ReactionProcessing> <Capsules> <Capsule Name="Dshoulder_L_g"/> </Capsules> </DismemberablePart> <!-- RIGHT ELBOW --> <DismemberablePart Name="Right Shoulder" Hitpoints="25"> <Materials> <Material Name="Elbow_RSG"/> </Materials> <ReactionProcessing> <!-- particles --> <Particles> <!-- spark particle from the joint --> <Param Name="BoneEmission" Value="shoulder_R_g"> <Param Name="ParticleID" Value="IDS_FX_LIGHTSABER_BODY_IMPACT"/> </Param> </Particles> <!-- chunks --> <Chunk Typename="TSingleChunk"> <Param Name="Bone" Value="shoulder_R_g"> <Param Name="ChunkMesh" Value="Elbow_R"/> <Param Name="GravityScale" Value="1.8"/> <Param Name="RandomVelocityScale" Value="0.1"/> </Param> </Chunk> </ReactionProcessing> <Capsules> <Capsule Name="Dshoulder_R_g"/> </Capsules> </DismemberablePart> </DismembermentDefinition>
    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. .ilv.txth: codec = PSX channels = 2 sample_rate = 44100 interleave = 0x4000 num_samples = data_size
    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. Bumping this again because I really don't want this thread to quietly die, as it seems the edits to my message are not enough to constitute a bump. Every single possible 16 bit float format I've tried does not work. Indicating this is some proprietary cursed format. Maybe a LUT. Maybe encrypted. Maybe something else. Which probably explains why the .mot files still have not been decrypted all these years. I do suspect what certain bits mean but I am really unsure. I have the model .bin and some other examples of .mot in hand as well so if you would like me to send it I will gladly do so. Just note I do need these files decrypted for a project so I would like this done as fast as possible it would be nice. What I do know is that this is little endian. Z-Y-X order. I have no clue what else. Help is much appreciated please 🙏 (I am not sure what y'all want but I am interested in a way to export the .mot to .csv with a Frame # column. For my application, that is enough.)
    1 point
  18. 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
  19. I used the files from the zip, iirc. But seems, you're too late to the party...
    1 point
  20. 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
  21. This .pud files is another container that contains custom lzss blocks files, for example Title.pud contains 2 images with custom lzss compressed, if you decompress it you will see..
    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. # Atlas Fallen (Fledge Engine) # script for QuickBMS http://quickbms.aluigi.org comtype lz4f open FDDE "toc" get DUMMY long get SOME_CRC long callfunction GET_INFO 1 get SIZE long endian big get SOME_CRC long callfunction GET_INFO 1 get SOME_CRC long callfunction GET_INFO 1 callfunction GET_INFO 1 get DUMMY byte # 1 get DUMMY byte # 1 get DUMMY byte # 1 get DUMMY long # 1 get FILES long string NAME p "%s_%d.dat" NAME 0 open FDSE NAME 1 for i = 0 < FILES get SOME_CRC long callfunction GET_INFO 1 get OFFSET longlong get ZSIZE long get SIZE long get DUMMY long get DUMMY long get DUMMY short clog NAME OFFSET ZSIZE SIZE 1 next i startfunction GET_INFO get ZERO long get DUMMY long savepos TMP get NAMESZ long if NAMESZ & 0x80000000 math NAMESZ & 0x7fffffff endif getdstring NAME NAMESZ padding 4 0 TMP endfunction
    1 point
  24. 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
  25. 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
  26. 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
  27. 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
  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. 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
  30. 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
  31. Sorry, my bad, now i see, list look similiar how my old
    1 point
  32. Hello, here the decompressor, it´s a custom lzss. LZSS_DGirl-ps2.7z
    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. 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
  35. 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
  36. 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
  37. *(I think you should mention the author.)
    1 point
  38. 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
  39. 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
  40. I checked jmox files but mesh needs transformation... Here's quick sum up content of *.pack archives. main = ? > mixed mdc = jmox > models cars mde = jmox > models environment so = xvs > sounds lm = jtex > textures prb = jtex > textures gin = jtex > textures
    1 point
  41. why don't you just connect the vertices in a 3d editor. the plugin opens the models, that's all you need. the rest you can work on yourself
    1 point
  42. 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
  43. Seems the game dont accepts a different zlib levels Maybe using levels 0-9 and try. use level 9, the compression file will be the same as original! https://drive.google.com/file/d/11rON0JaDswJCQJ-RBF2USKErQRtPbP_I/view?usp=sharing and maybe solution post;
    1 point
  44. I've written a Noesis script to make things easier for you tex_CarsPST.py Put the script in <NoesisDirectory>\plugins\python Some of the PST textures you sent has a mip levels more than one but due to how Noesis works I decided to only handle the highest one (Or probably I just don't know a proper way to do it anyway they were ordered from low to high). Also I assume every PST textures is palettized 8-bit image?
    1 point
  45. this one is for decipher Coalesced.*
    1 point
  46. 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. 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
  49. Has anyone managed to extract the trading card images? I tried using the script for the 3D models. but it just doesn't work.
    1 point
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