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Version 1.1
156 downloads
Tools for Battlefield 6 beta. Currently supports dumping the game, export models/maps. Usage is similar to previous tools for frostbite engine. toc_bf6.exe - dump tool Change .ini file parameters: - game path - dump path - selection to dump "ebx", "res", "chunks" or "all" Then drop any .toc file onto .exe to dump assets. Or run from command line with 1 parameter - toc file name. Fb_bf6_mesh.exe - model tool Takes .MeshSet as parameter. ske_soldier_3p.ebx - main universal skeleton for soldiers. Must be in the same folder. If you need another skeleton, use its name as 2nd parameter. Or rename it to ske_soldier_3p.ebx. Tool will try to find chunks automatically. If not, it gives error message with chunk name. Map export 1. Create database Run fb_maps_bf6_db.exe tool once, it will scan whole dump for meshsets and blueprints, so later maps can be converted fast, without the need to go into whole tree of assets. This will take a few minutes. After that, 2 files will be created: bp.db & meshnames.txt, which need to stay in the same folder with EXE for main tool to work. 2. Export maps Use fb_maps_bf6.exe (main map tool) to convert maps. Drop any EBX on it, use in command line with 1 parameter, or create a batch. 3. Terrain export Main terrain data is in .TerrainStreamingTree files for each level. For some levels, these files are small, which means the actual data is in chunks. Sometimes data is in the file itself, in this case it may be big, about 50mb in size. Drop .TerrainStreamingTree on fb_terrain_bf6.exe or use command line.7 points -
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Just use this script to extract and import Unity bundles from/to PKG archive https://github.com/bartlomiejduda/Tools/blob/master/NEW Tools/UNITY_TOOLS/Multiple_UnityFS_files_in_one_archive_script.bms There should be 712 unity bundels after extraction. Use UABEA to edit them. Follow this tutorial in case of any troubles https://ikskoks.pl/tutorial-what-is-quickbms-how-to-export-and-import-with-quickbms/2 points
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public static Byte[] iDecrypt(Byte[] lpBuffer) { Byte bTemp = lpBuffer[lpBuffer.Length - 1]; for (Int32 i = 0; i < lpBuffer.Length; i++) { bTemp = (Byte)(lpBuffer[i] ^ (87 * i + 85)); lpBuffer[i] = (Byte)(bTemp ^ 0xAA); } return lpBuffer; } Just drag and drop those dat files🙂 IKV.DatDecryptor.zip2 points
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Well so here's everything I know so far. Models are pain. Can't figure out monstrous table which has info about buffer id, vertex count, index count. I output only element buffers. I only know about vertex buffer. At cars they are mostly 8 bytes stride, int16 data type. Not sure what are others buffers. But they have type id. Textures on the other hand are simple. You can get pretty much all of them. I also looked into the sound files. Some are wav, but most of them are unexplored... need some time to research. Also those wav files are named by id which is described in track_table file which is also unexplored yet... So here's bms script. You can use it on any file from *.pack file which you can unpack with 7Zip. And here's Noesis for *.jtex files. from inc_noesis import * import noesis import rapi import os def registerNoesisTypes(): handle = noesis.register("Asphalt 9 Legends - Texture", ".jtex") noesis.setHandlerTypeCheck(handle, noepyCheckType) noesis.setHandlerLoadRGBA(handle, noepyLoadRGBA) noesis.logPopup() return 1 def noepyCheckType(data): bs = NoeBitStream(data) if len(data) < 20: return 0 return 1 def noepyLoadRGBA(data, texList): bs = NoeBitStream(data) baseName = rapi.getExtensionlessName(rapi.getLocalFileName(rapi.getInputName())) TextureWidth = bs.readUShort() TextureHeight = bs.readUShort() bs.read(1) PixelFormat = bs.readUByte() BufferSize = bs.readUInt() data = bs.readBytes(BufferSize) if PixelFormat == 34: print("Pixel Format > BC7 ", PixelFormat) elif PixelFormat == 35: print("Pixel Format > BC6H ", PixelFormat) elif PixelFormat == 36: print("Pixel Format > BC5 ", PixelFormat) elif PixelFormat == 5: print("Pixel Format > RGB8", PixelFormat) elif PixelFormat == 6: print("Pixel Format > RGBA8", PixelFormat) else: print("Unknown Pixel Format > ", PixelFormat) if PixelFormat == 34: data = rapi.imageDecodeDXT(data, TextureWidth, TextureHeight, noesis.FOURCC_BC7) texFmt = noesis.NOESISTEX_RGBA32 elif PixelFormat == 35: data = rapi.imageDecodeDXT(data, TextureWidth, TextureHeight, noesis.FOURCC_BC6H) texFmt = noesis.NOESISTEX_RGBA32 elif PixelFormat == 36: data = rapi.imageDecodeDXT(data, TextureWidth, TextureHeight, noesis.FOURCC_BC5) texFmt = noesis.NOESISTEX_RGBA32 elif PixelFormat == 5: texFmt = noesis.NOESISTEX_RGB24 elif PixelFormat == 6: texFmt = noesis.NOESISTEX_RGBA32 texList.append(NoeTexture(rapi.getInputName(), TextureWidth, TextureHeight, data, texFmt)) return 12 points
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Yeah, I got things working to extract the files. Just checking some of the other mesh files, seems like some work and some don't. But here's another one I could get something from. I'll have a look at the textures to see if I can do anything with them, although they seem like an unknown format at the moment. Looks like BC1 maybe with some swizzling/tiling.2 points
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Here's 010 editor template for jtex files. I will write bms for decompress + noesis for preview later... LittleEndian();OutputPaneClear(); local uint32 i,j,k,l,m,n,TotalFileSize=FileSize(); local string FileName=GetFileName(),FilePath=FileNameGetPath(FileName,true),BaseName=FileNameGetBase(FileName,false); struct { ubyte Version; char JTEXSign[4]; uint32 Unknown_0; uint32 Unknown_1; }Header; struct { uint32 TextureTableSize; uint32 TextureInfoSize; uint32 Unknown_0; uint16 Unknown_1; struct { uint16 TextureWidth; uint16 TextureHeight; ubyte Unknown_0; ubyte PixelFormat; ubyte Unknown_1; ubyte Unknown_2; uint16 Unknown_3; ubyte Unknown_4; ubyte MipMap; uint32 Unknown_5; float Unknown_6; float Unknown_7; uint16 TextureWidth_t; uint16 TextureHeight_t; struct { uint32 MipMapTableSize; uint32 MipMapInfoSize; uint32 Unknown_0; uint16 Unknown_1; struct { uint32 MipMapBlockSize; uint32 CompressedSize; // - 8 uint32 DecompressedSize; ubyte CompFlag; ubyte Unknown_1; uint32 Unknown_2; float Unknown_3; if (CompFlag == 0) byte Buffer[DecompressedSize]; else byte ZSDTBuffer[CompressedSize - 8]; }MipMapInfo[MipMap]<optimize=false>; }MipMapTable; }TextureInfo; }TextureTable;2 points
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Asset Studio can open the files you provide, but some files will crash when they are opened, so you can test several more versions and use the version with the least flashback to open the most files for subsequent processing. But before that, you need to split your pkg file Divide them into block files of multiple unityfs I wrote a python script and you just need to run it python split.py pkg file Output folder If you find it troublesome to run scripts, you can also try a more professional unityfs splitter Attached a few screenshots I ran If the problem is solved, you can mark this reply as a solution split.py2 points
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A few moths ago, I took a break from the Front Mission games just to poke around the the PS2 entries of Armored Core and made a surprisingly rapid amount of progress on their model file formats. The last hurdle I've been experiencing for most of this time is face formation- meshes are composed of either a triangle list (for FX spawn points) or multiple triangle strips. The strips are a problem as it's not clear where one should end and another should begin. I've tried looking in the model file for a flag but found nothing that stood out, then shifted to studying the verts and UVs in hopes they they contain some sort of "rhythm" to no real success. using UVs or the distance between points to determine face formation still yields "bad" faces. I've poked around a few PS2 topics here and it sounds like this is the best I can hope for but would like a second opinion before going forward. File, meshes, and tmr.7z1 point
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Usually those dummy files are used to push the game's actual data to the outer edge of the disc so the consoles can read them easier.1 point
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Not possible to open these files with Asset Studio. They are in a .pkg format but the file still seems to be a normal unity bundle archive. https://www.mediafire.com/file/3jdp3wstro17xhg/SRDM.zip/file1 point
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thank you so much! i've tested the script on another similar game Surviving High School (they both use .exp episode files) and can confirm it works there too1 point
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Holy crap thank you so much, for the longest I thought it was an archive file. I guess not 😄.1 point
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Hi, I'm nocturnalrhys (I lost my account) and I would like to share the documentation I'm doing about this game. I know some people don't like this game, but I do, and I'd like to take this .elf further. Currently, I've been documenting some features for 4 days in a row. Let's say I'm at 1.1% of the documentation, there are still more features to discover. But if anyone would like to contribute on GitHub, I've left a quick and easy documentation on how to use the source code I've left. PS: I don't really know if I've posted well https://github.com/NamelessDB/dbzsg_sc/tree/main1 point
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It says, "thanks, I need to know what you did to get atleast something ". I searched for VIF tags,1 point
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Version 0.7.1
4 downloads
Program for handling FFN, PFN, XFN, MFN and SFN fonts from EA games List of functionalities: - Parsing EA Font files - Preview for font images - Decoding and viewing font flags - Viewing/Editing character table - Exporting font images as DDS, PNG or BMP - Importing font images from DDS, PNG or BMP1 point -
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Here's the level. bw_lvl0.7z1 point
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Partially. Some if not most of them are compressed. No one reversed them yet.1 point
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I see you couldn't resist. Yes, time is the limiting factor. (And the meshes and flat landscape were not impressive enough to me but seeing them gathered (and maybe textured) looks quite nice.)1 point
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Well, meanwhile I don't have the time for teaching from scratch, sorry. You'll need to use what exists so far as there is a general short tutorial hex2obj (check 'tut' button) or threads where hex2obj has been used. edit: for the mdl files here you can search for 47585000 to give them some structure. Interestingly there's 12 occurences in both files, the small and the big one. Quicker results can be obtained when searching for 000001000200 (start of face indices' blocks) but there's a lot of them in st00b_ground.mdl (FVFsize is 28 bytes for this sub mesh) edit: bigger one edit 2: UVs are half floats at UV pos 16 fences: H2O file for trees 0x772C0 7173 Vb1 28 16 0x7AAD0 1607 020100 0x0 2551 point
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It looks like the geometry data and models are mostly in the .str files as well. So .str seems to contain not just sound, but also bitmaps, models and any other data. Not sure how to unpack them at the moment though. .SCB are the image files - so for example, Global\bitmaps\bitmaps.pak has over 1000 images in there.1 point
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Ok, I'll answer myself, LOL. After doing a lot of testing and analysis with IDA, I found a way to activate subtitles regardless of the console language. All you have to do is extract the "subtitles.viv" file, then use a hexadecimal editor to edit the sc00.bin file, replace all the values 02 14 03 with 02 15 03. Then edit the "default.xbe" file, replace BF 28 43 2B 00 B9 14 with BF 14 C7 29 00 B9 00, and that's it, subtitles will be activated. The idea of this is to be able to translate the texts into Spanish since it was only released in English and French in the PAL version. So, I'm leaving this information here for anyone who is interested or wants to translate the game into another language. You can see a sample of the Spanish translation here1 point
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You have the format specifications, 010 Editor binary templates and you are still asking for other people to make the plugin for you? You have everything you need right there so get to work on the blender plugin if you really want it1 point
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I Have The 3D Models And The Script And I Can Publish This ;D1 point
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Version 0.6
193 downloads
Work in progress, build 0.6 For instructions and support join reshax discord: https://reshax.com/topic/138-reshax-discord-server Currently, we must be able to replace any mesh in the game, including Aloy and other characters, robots, or environment parts. Also possible to replace most textures.1 point -
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 really don't understand this .mpk file. Is this file the same as the .pak pubg file that can be extracted and find a collection of other files inside?1 point
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Good news. Issues with missing objects and incorrect normals were fixed. Now tool is really close to release.1 point
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After testing file parsing through regex expressions and finding it to be impractical, I've returned to my earlier approach and completed a finalized converter for Front Mission 4. The models are available here for those interested. FMO is next and will take far less time. FM4 Final Mass Converter.7z1 point
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sorry guys, I'd been too busy in real life and didn't come back here. for GS texture, 0x14 is 8bits indices + 256 color palette, 0x13 is 4bits indices + 16 color palette and 0x02 is 16bits pixel without palette. also after W and H, there is a short value for no. mipmaps. I made two quickbms script to convert md to nj and gs/gsp to tm2 directly. hope it help! :) G_Scripts.rar1 point
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https://web.archive.org/web/20230819184917/https://forum.xentax.com/viewtopic.php?t=242741 point
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It's just a sample, if you want it to work you need to use Segatools and get the full Rom. After fc.exe is started normally, the hardware IO device will be checked. If passed, it will try to connect to the All.Net and Aime servers. Segatools uses IAT Hook to simulate the DirectX input into the corresponding IO input and inject it into the main program. The program only have a hardware checker program(maybe IO Checker) and does not use any user-level dlls. Almost all program codes are in fc.exe, and only a few lua scripts are in the rom folder. The rom folder mainly stores game Assets and DataBase, as well as some external shaders. Unfortunately I can't provide the full Rom here, sensitive content such as complete Rom cannot be uploaded in XeNTax, although I don’t know if this rule is also followed here, but you can try looking for it on the internet, Good Luck.1 point
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ResHax.com: Empowering Curious Minds in the World of Reverse Engineering
Delving into the Art of Code Unraveling: ResHax.com - Your Gateway to the Thrilling World of Reverse Engineering, Where Curiosity Meets Innovation!