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Showing content with the highest reputation since 07/15/2024 in Posts

  1. I'm still looking into the bones, trying to get them working correctly. The ones that don't work correctly yet are the models with over 256 bones, such as the one below. The vertex data only uses bytes for the indices, so it has to remap the bones into smaller groups of 0-255. They could have just used Shorts for the indices and it would have been no problem. Had a bit of success with some bones being remapped correctly, but others still not. It seems like some bones maybe aren't needed, or are used for something else. This is pl036 with some bones being moved correctly.
    13 points
  2. I'm going to do tools for it, and release it here on reshax. I plan to support characters and maps, like it was before with FF7 remake.
    11 points
  3. 10 points
  4. I'm working on a set of tools for Dragon Age Veilguard. So far, i have dump tool to extract all files, all models can be converted. Also i have fixed the usual frostbite distorted faces. Now checking if something needs to be done with unified skeleton or textures, and then tools will be published here.
    9 points
  5. From further investigation, it seems that some meshes use up to 8 bone weights/indices, where others only use 4. It also looks like they're split into 2 groups of 4 in the vertex data - i.e 4 weights/4 indices/2nd set of 4 weights/2nd set of 4 indices. So I'll need to redo the way bones are processed to see if that fixes it.
    9 points
  6. I'm looking at the textures/materials now, trying to allocate them properly. Just a few tests so far:
    9 points
  7. Good news. Issues with missing objects and incorrect normals were fixed. Now tool is really close to release.
    9 points
  8. Python code to extract the texts: import struct, codecs BIN = "/mnt/data/menu_decompress.dat" OUT = "/mnt/data/menu_decompress_output.txt" be16 = lambda b, o: struct.unpack_from(">H", b, o)[0] le32 = lambda b, o: struct.unpack_from("<I", b, o)[0] be32 = lambda b, o: struct.unpack_from(">I", b, o)[0] def read_wstr_be(buf, off): raw = bytearray() while off + 1 < len(buf): val = be16(buf, off) off += 2 if val == 0: break raw += val.to_bytes(2, "big") return raw.decode("utf-16-be", errors="replace") with open(BIN, "rb") as f: data = f.read() p = 8 name_len = le32(data, p) p += 4 + name_len + 1 p += 1 + 4 + 4 + 20 + 4 + 8 base = p max_num = be16(data, p) p += 2 count = be16(data, p) p += 2 data_pos = p p += count * 4 num_blocks = be16(data, p) p += 2 tbl = p memo, visiting = {}, set() def tex(idx): if idx == 0: return "" if idx in memo: return memo[idx] if idx in visiting: memo[idx] = "" return "" visiting.add(idx) node_off = data_pos + idx * 4 if node_off + 3 >= len(data): visiting.remove(idx) memo[idx] = "" return "" right = be16(data, node_off) left = be16(data, node_off + 2) s = read_wstr_be(data, node_off) if left == 0 else tex(left) + tex(right) visiting.remove(idx) memo[idx] = s return s out = [] ptr = tbl for _ in range(num_blocks): if ptr + 12 > len(data): break data_u = be32(data, ptr + 4) + base loc = be32(data, ptr + 8) + base + 2 ptr += 12 if loc - 2 >= len(data): continue rec_cnt = be16(data, loc - 2) pos_tmp = data_u for r in range(rec_cnt + 1): ent_off = loc + r * 4 if ent_off + 1 >= len(data): break end = be16(data, ent_off) + data_u if end > len(data): break pos = pos_tmp buf = [] while pos < end: b = data[pos] if b < max_num: buf.append(tex(b + 1)) pos += 1 elif b < 255: val = be16(data, pos) - 255 * max_num buf.append(tex(val + 1)) pos += 2 else: # b == 255 val = be16(data, pos + 1) buf.append(tex(val + 1)) pos += 3 out.append("".join(buf)) pos_tmp = pos with codecs.open(OUT, "w", "utf-8") as f: f.write("\n".join(out)) I can also work on repack if I find spare time.
    8 points
  9. Its getting there, I have more objects placed now. But still not all.
    8 points
  10. There was A LOT of discussion here that was not related to AC Shadows localization. As a moderator I couldn't allow that, so I've removed all off-topic posts. From now on please post only comments that are directly connected with translation work. Thank you. 🙂
    7 points
  11. Adding materials... thats probably last thing its missing before release
    7 points
  12. Things are getting better. Almost everything is in place now.
    7 points
  13. I made an importer that import every tmd2 model correctly. it can read models with more than 255 bones, all uv layers, all vertex color layers, tangents, binormals, both sets of normals, etc... https://www.nexusmods.com/bleachrebirthofsouls/mods/63
    6 points
  14. Okay, here's a little bit of an update. I've added support for all the vertex types, and the textures should all load correctly now. I've also included the extra UVs where available, although they're not presently used. The bones are still messed up in a lot of cases, so that still needs some work. The materials also need more work. I've disabled the vertex colours for now as that was messing up a lot of the meshes as well. bleach_rebirth_tmd2.zip
    6 points
  15. Tool released. Its an early version (as usual), but already makes very good results.
    6 points
  16. Tool v1.2 posted. Work is not finished, i'm looking into getting custom characters now. Also maybe i can get real hairs later. Textures not supported yet, but they can be extracted with tools for other frostbite games.
    6 points
  17. Added support for version 4 of locres to UE4localizationsTool Added to row editor, edit or add new Item ID for row UE4localizationsTool-v2.7.2.zip
    5 points
  18. I'm going to update my PS4 tool for this game to support PC remaster. Maybe it will only be some small change.
    5 points
  19. The kamzik123 texted me and I spoke with him and it seems that my view of him was wrong and there was a misunderstanding. He is currently not planning to release his tool until EOL for good reasons. If you wanna translate this game you can get the texts from attached file and send me the translated version to get a forge patch. (still you must prove that you are a creator by sending the link of your old translations) acs_texts.zip
    5 points
  20. please update the script ! if you would be so kind.
    5 points
  21. Currently testing map objects placing. Not ready yet, but hopefully soon.
    5 points
  22. Got staticmeshes working, now time to place them on a map.
    5 points
  23. Due to a user's request I upload the script of Mariusz Szkaradek here (because I didn't find the link any more). All kudos go to Mariusz. Important! For Windows 7 and higher it's required to copy the newGameLib folder into the blender 2.49b root directory. And no, it doesn't work with newer blender versions. Blender249[WatchDogs][PC][xbg][2014-10-25].zip
    5 points
  24. ImageHeat Download --> https://github.com/bartlomiejduda/ImageHeat
    5 points
  25. sorry for the radio silence; when Lake House fully arrives along with the QOL update tomorrow i'll make an update to the script (eta tbd) that'll have updated offsets for hopefully all previously supported models (and new ones if applicable).
    5 points
  26. The tools have been updated with texture conversion support. Since textures are located outside the models, this should be one less thing to worry about.
    5 points
  27. Well it start to be tricky. I noticed that *.HierArchy is constructor for collision meshes. It has matrix4x4. Also collision meshes uses only 3 floats all the time. So there is no confusion in order type. But it lack uv's a normals somtimes. So my best bet is output all collision meshes then extract uv's and merge it together. Which will be pain in ass without automation. EDiT: So far so good... Collision mesh. Some parts must be corrected with matrix. Assembled...
    5 points
  28. Warhammer 40,000 Space Marine - Anniversary Edition (2011) and Warhammer 40,000: Space Marine - Master Crafted Edition (2025) ucs.pc Export and Import python tool. Warhammer 40000 Space Marine .PC Tools.zip
    4 points
  29. This is the forum. Not help site sort of speak. In here, ppl are exchange the skills. Stop bumping the topic, this is against our rule! You asking for some help and in next to hours asking again. Stop doing it..
    4 points
  30. Json to Txt Converter v3 Fixed some issues — it now extracts English and Japanese voice-over dialogs separately. To use it, modify the for key in ['4', '5'] parts in both scripts to match your game's structure. Simply open the auth and sound_auth JSON files, identify which keys contain the dialog lines, and update that section of the code accordingly. DragonEnginejson.7z
    4 points
  31. I'm working on a tool to modify existing models or import custom models into Horizon Forbidden West. So far my first test is to fix Aloy's face. I tried a few options, and now I'm sure it will work and looks good, and probably a few mods will be already released soon. Then after import tool is ready, it will be release here on reshax. Here are some example screens. First i reduced her cheeks to 70%, to be sure i can see difference. Since only face shape is changed, you can see the old "fat" shape of peachfuzz (which is not scaled down yet). And then i did 90%
    4 points
  32. Hi everyone! Formerly I made a text unpacker/repacker for Sniper Elite games and shared with you. However it had some problems, bugs, and was made in php, which I had troubles to make it a useable .exe to share with you. So I decided to reprogram it in a more modern language and environment. It took several days, but after all, totally worth it. I fixed several bugs, made new ones, but now it works with more Rebellion games and has more convenient usage. It usable with gui and command line too. Right now works with Sniper Elite 2-5 (the first one is too old and have different file format, have a separate repacker), Nazi Zombie Army 1-4, Strange Brigade, but probably works other Rebellion games which uses asura engine. It is downloadable from my website: http://lajti.hu/se_repacker.php I hope you will have fun to (not machine) translate with these games. Cheers!
    4 points
  33. Mod released: https://www.nexusmods.com/horizonforbiddenwest/mods/113
    4 points
  34. Yes, but it's still in progress, not ready to upload it yet while I iron out a few issues.
    4 points
  35. Here's an initial Noesis script for the TMD2 mesh files. I've probably made some assumptions with the format, so I don't know if it'll work for other tmd2 files that I don't have samples for. It doesn't load the textures/materials as yet, mainly because I'm not 100% sure on how they're referenced, but it will do vertex colours and the bones should also work. bleach_rebirth_tmd2.zip
    4 points
  36. Yeah, original scripts don't seem to account for all of the different vertex formats, so a lot of meshes won't work. I can get the skeleton working by doing some manual extracting of the data. I'm not sure if the original script author(s) will update theirs. If not, I may do an updated one at some point.
    4 points
  37. Tools for Spider-Man 2 PC port will be released here. Right now main priority is model export/import. Usage will be very similar to Spider-Man 1 import tool. Tool already works, but has some restrictions. And these restrictions are different from SM1. For example, there is no more limit for number of bones, which means any model can be imported, including any head model, or spiderman mask. Another example is that lookgroups now have more complex layout, which is not supported yet. Second UV channel not supported now, but will be added soon.
    4 points
  38. Lot of great work being done in this thread, I've done a Lot of IDV extracting with the old QuickBMS scripts initially shared around on Xentax, and thankfully was able to back up all the files from before the new engine update, and have been extracting from those. But there's quite a lot of skins I'd like to extract to use in animations, and the old script doesn't work obviously. Thanks to everyone for their hard work in here. I've not seen the NeoXtractor before, but it seems really good, and hella helpful! Thank you for sharing it! I'm hoping to see more updates to NeoXtractor though, as it seems a lot easier and better to use just one app, to view the .npk, rather than having to decompile the entire thing, and then blindly browsing via RMA, which is what I have been doing this entire time. (I don't know how most people here get their textures, but I just use Ninjaripper 2 to extract them from the game whenever I find a model to use, as the textures are All over the place when extracted from the .npks..) Also, TeaEffTeu I've seen you around a few times and matched with you a few times recently on tha NA server! I always thought your name was fun, but I had no idea you were up to all this in the IDV community. Thanks for contributing to this, it's a huge thing for me, as someone who is a 3D animator and artist, being able to extract the models to use in Blender and such is not only fun, but just really cool. Thanks for contributing to that! Small world lol I remember altering my old BMS script in the past to kinda work when they made the new-ish .npk format after Fools Gold came out, but a better edit came along from someone else soon after. I'll make sure to share any helpful info I can involving the BMS scripts, or just the file formats in general. Thanks once again to everyone helping with this process! ^^
    4 points
  39. Thank @Franco for help me test importing text into gameresources_patch1_pc2.resources. It will be completed at least by next week or later.
    4 points
  40. My job is not to do YOUR work. My comment is for other people so they don't have the hope for something that not exist
    4 points
  41. Tut localization GOWR written by me, try it Tut translate GOWR.rar
    4 points
  42. NaughtyDogLocalizationTool.rar I edited the code a bit and now it should work for Uncharted as well.
    4 points
  43. The tool is now available. Download: https://github.com/Wildenhaus/IndexV2/releases How to use:
    4 points
  44. i received a few donations and decided to make a bit more progress. i hate the way saber does things so much model download (still a bit iffy)
    4 points
  45. Have still been working on nxds. Current progress can be followed here: https://github.com/Nenkai/FF16Tools/pull/11 The lengthy part is every table needs to be manually supported, so the past 10 or so days was spent defining all ~800 tables correctly.
    4 points
  46. Huge thanks to swuforce for the scripts! Use: 1.) Download and istall the autoit: https://www.autoitscript.com/site/autoit/downloads/ 2.) Search the script and paste in "Include (put these files to your AutoIt Include folder)" folder. 3.) Start the game script export-import tool. (some scripts are already out of date) Download: swuforce scripts source codes.zip
    4 points
  47. I finally figured it out (after you mentioned my files looking completely different to yours.) It turns out when I used SH2Unpack it either didn't extract the internal file structure correctly or something got scrambled during the extraction process. So, I decided to go back, this time using Nistro's sh2ex Python script and now everything works as should and is perfectly viewable in software. Oh well, you live, you learn! Thank you for the help, everyone.
    3 points
  48. Can you please explain your question more clearly as you've mentioned several unrelated things in one sentence.
    3 points
  49. Hello. I wrote an simple export\import script for the game text files. I don't know if there's a public tool for it, but I'll share it in case it's useful for others. 🙂 (Instructions for use can be found in the attached INFO.txt!) Download: Stronghold Crusader 2 - Localization Tool - (N o o B) - HU.zip
    3 points
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