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Oh, here is my script. It is based in other script that I made before. A lot of PS2 games use that mesh format with tags, I just changed a few things here and there: fmt_legend_of_spyro_ps2_mdg.py2 points
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2 points
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Small World is it? I was helping a spanish guy in Xentax discord about this exactly game a few days ago. I made a tool to unpack/pack descompress/compress LZSS compression. The tool is in Modern Portuguese, my native language, but is easy to understand. GsS_Lzss_Tool_v2.zip2 points
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How do you think will whining bring you any step further? After 5 weeks it's a little bit unlikely that someone pops up with the "ultimate" solution. How about uploading a model sample?1 point
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@morrigan Technically, you can multiplex PSS with AC3 audio just fine as a data-type stream even with the old v1.00 build of ps2str from 1999, but that version of the tool cannot properly mux VBR m2v, so it's kind of borderline useless. 2001-ish to the latest PS2 SDKs include ps2str v1.08, which is widely available on its own these days. @P-chan Mux the AC3 track as a data stream via ps2str v1.08, just be sure to set its bitrate to 56000 bytes/sec (assuming that it's a standard 448 kbps AC3).1 point
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I figured it out. In addition to making sure the .blend file is opening with Blender249, I needed to make sure the newGameLib folder from the .zip download is copied and placed in my python folder. Once I did that, Blender did finally open a window for me to select my files. Thanks for all your help!1 point
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I didn't know about the -fileopenlog command the first time I needed it.1 point
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hey! I looked at the bones and other things for this game. from the start of the file, at dec 12 the bone count is stored, and at 144 is the offset to the bone data. at dec 96 theres another pointer to a different set of bone data but it seems just to be matrices, and I haven't looked at it further than that. Regarding the data thats pointed to at offset dec 144, the pointers in that block seem to be all relative to themselves. the pointer at dec 24 points to the bones (quaternion) rotation, position, scale, (in that order) and at dec 60 is the relations count, followed by a list of [child, parent (or 32767 if its null)] the data following seems to be related to the bones but doesn't matter here. I also looked at the names. I couldn't find anything used to link any of the bones to their names, so I'd think they just go through the list as texture names, bones, materials and then meshes to assign them. I'm curious about the list of counts at the start of the file, so if you ever find what they do please let me know Thank you!1 point
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I Have The 3D Models From The Arcade Videogame ;D1 point
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.psc its just text file. .dat container with files insede (txt,psc,dds,abc) .xex idk from offset ~8191 it is too dense, possibly compressed or encrypted EDIT: first link in google ("XEX is the executable file format used by the Xbox 360 operating system. It seems to be a crypto and packing container for PPC PE executable files.") i make script for unpack your *.dat file: unpack.py1 point
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All games made from UE4-5 have fonts .ufont is ttf. You should extract .ufont and after extracting the font rename the file extension .ufont to .ttf. To add letters in the font, edit ttf with different programs such as FontForge etc. Then rename the extension of the edited font .ttf to .ufont.1 point
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Once I get home I will look at it. Already got city model but still don't know where and how are materials/textures assigned to it. I think it should be in collision meshes data. Also it uses a lot of instances.1 point
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The other files are too small to contain valuable info, imho. (They may contain offsets, indices, whatever.) ...oid: address 0x0: 347 0 0696ca22 0 1 7aee68cc 0 2 8630dcf5 0 3 e59784dd 0 4 7a7c379e 0 5 0f60ea5f 0 6 90f79e3a 0 7 4fae6099 0 8 f6bb7f79 0 9 f7100c7f 0 10 fe30a4d4 0 11 fe8531da 0 12 2301bc18 0 13 2356491e 0 14 48a3327d 0 15 48f7bf83 0 16 702951a6 0 17 707ddeac 0 18 7855fa62 0 19 78aa8768 0 20 58783486 0 21 58ccc18c 0 22 05a23d77 0 23 05f6ca7d 0 24 881aa4aa 0 25 886f31b0 0 26 3cff6aff 0 27 fa820a00 0 28 fad69706 0 29 8e2be619 0 30 8e80731f 0 31 7caeec9a 0 32 7d0379a0 0 33 6b31f31b 0 34 6b868021 0 35 5014ee30 0 36 50697b36 0 37 31f2b7cf 0 38 324744d5 0 39 13d0816e 0 40 14250e74 0 41 966873b5 0 42 96bd00bb 0 43 9e1a1914 0 44 9e6ea61a 0 45 a5cbbe73 0 46 a6204b79 0 47 125b540a 0 48 12afe110 0 49 00de5a8b 0 50 0132e791 0 51 ef61610c 0 52 efb5ee12 0 53 13f8f01d 0 54 144d7d23 0 55 027bf69e 0 56 02d083a4 0 57 f0fefd1f 0 58 f1538a25 0 200 a8a5adbf 0 201 a8fa3ac5 0 202 9fde2665 0 203 a032b36b 0 204 7bc767ff address 0x300: 0 205 7c1bf505 0 206 83790d5e 0 207 83cd9a64 0 208 ead9d1c3 0 209 eb2e5ec9 0 210 cc6bafa2 0 211 ccc03ca8 0 212 01a21271 ... address 0x600: 0 324 e8808469 0 325 f03229c8 0 326 f7e3cf27 0 327 2d8ecbc3 0 328 8de85e13 0 329 d768c5ca 0 330 f0880e20 0 331 9b60c5d0 0 332 1ecf1aed 0 333 2680c04c 0 334 2e3265ab 0 335 35e40b0a 0 336 3d95b069 0 337 8e283cd3 0 338 0a13f633 0 339 a09bb430 0 340 a373575f 0 341 df6a061f 0 342 44377046 0 343 45c2e2e6 0 344 a09e6e6a 0 345 a3761199 0 346 df6cc059 0 347 038405fd1 point
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I was able to rewrite PS2 4-bit swizzle code to Python and add it to ReverseBox v0.30.0. Enjoy: https://github.com/bartlomiejduda/ReverseBox/blob/main/reversebox/image/swizzling/swizzle_ps2_4bit.py1 point
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The first value in each file entry is the start sector of the file in the iso, so you don't need to extract the SIREN.xxx files first. I've attached a script that should work. siren_tbl.zip1 point
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.arc file unpack/repack: https://steamcommunity.com/sharedfiles/filedetails/?id=601818667 nativePC\rom\message\message.pck -> attached files: swuforce export/import tools dragons_dogma_pck.rar1 point
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