Leaderboard
Popular Content
Showing content with the highest reputation since 10/23/2025 in all areas
-
5 points
-
4 points
-
3 points
-
Version 1.0.0
14 downloads
Broken Sword - Shadow of the Templars (1996) * bs1_1996_clu_export.py * bs1_1996_clu_import_and_patch.py Required: Python. When installing, make sure to check “Add python.exe to PATH.” Usage: * Copy the swordres.rif and text.clu files into the same folder as the .py files. * Run bs1_1996_clu_export.py: this will extract the texts into Text_exported.txt. * Translate it, then rename the finished file to Text_translated.txt. * Run bs1_1996_clu_import_and_patch.py: this will insert the translated texts back into text.clu and modify swordres.rif. * The new files will be created with the _new suffix. Tested with GoG (2.0.0.8) and Steam Reforged Free DLC FEARka3 points -
Thanks for some info from here and made a tool for unpacking and packing localize map files, if someone is interested in it. https://github.com/dest1yo/wwm_utils2 points
-
2 points
-
2 points
-
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
-
I made a blender addon to import models, textures and animations for dolphin wave and other games that used the same engine. it can import lzs and lza files as is. You don't need to decrypt or decompress the files https://github.com/Al-Hydra/blenderBUM1 point
-
1 point
-
1 point
-
I have a basic exporter for 3ds max here https://github.com/taylorfinnell/onbadexporter1 point
-
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.py1 point
-
.ilv.txth: codec = PSX channels = 2 sample_rate = 44100 interleave = 0x4000 num_samples = data_size1 point
-
You can either use this QuickBMS script to extract the msv audio files out of the rp2: get UNK long get FILES long goto 0x20 for i = 0 < FILES getdstring NAME 7 getdstring DUMMY 25 get OFFSET long get SIZE long get DUMMY2 long string NAME + ".msv" log NAME OFFSET SIZE next i Or you can use this txth file to play the audios out of the rp2 directly (needs vgmstream + an audio player like foobar2000): subsong_count = @0x04 subsong_spacing = 0x2c base_offset = 0x20 name_offset = 0x00 subfile_offset = @0x20 subfile_size = @0x24 subfile_extension = msv Save the text above as ".rp2.txth" and put it on the same directory as the rp2 file. Also if you're using foobar2000, make sure to check "Enable unknown exts" on the vgmstream preferences page.1 point
-
1 point
-
1 point
-
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
-
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.zip1 point
-
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
-
Edit - just tested it and no 4 mrts is uv, you was right in saying the 4th one is the uv maps by the rule1 point
-
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.zip1 point
-
I tried using the head models and tested two of them (DDP and Rovyal). I was able to get the models to work. From my understanding, all of the heads share the same offsets and parameters, so if you can get one model to construct with no weird faces, you can use the same parameters for the other models. I’m just having an issue with the ears, as you can see in the photo below. If you could share your parameters and offsets, I think it would be very helpful. update 1 : got it woriking however the uvs are not working but you can transfer it using copy vertex order plugin in blender UPDATE 2: got the uvs to work for the model using these params but i still have to go inside blender uv unwrap and then copy uv maps to the main model . is there a way i can get uv maps and model all in 1 in hex2obj ? sorry if this is a rookie question since ive never used hex 2 obj before Final Update : I just have to save the mesh from hex2obj settings and the uvs will be added to the obj. thanks for your help Hex2Obj1 point
-
1 point
-
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.zip1 point
-
1 point
-
Hello guys, I need help to the correct read UV`s and Textures, from the Reckless Racing game. Earlier, durik256 helped me read the mesh format and some UV data from the *.sggr format, but to this day I haven’t been able to figure out the UV scaling and materials. Here’s the link to the discussion: https://reshax.com/topic/1067-reckless-racing-ios-vfs-files/ Below is the Noesis script for reading the mesh data. Script have two problems: - Sometimes the script reads the LOD versions of the mesh models. - It also doesn’t read the UV scale, and the mesh isn’t split by materials. I’m asking for your help in updating this script. from inc_noesis import * def registerNoesisTypes(): handle = noesis.register("Reckless Racing", ".sggr") noesis.setHandlerTypeCheck(handle, noepyCheckType) noesis.setHandlerLoadModel(handle, noepyLoadModel) return 1 def noepyCheckType(data): if data[:4] != b'\x4D\x3C\x2B\x1A': return 0 return 1 def noepyLoadModel(data, mdlList): bs = NoeBitStream(data) ctx = rapi.rpgCreateContext() ofs_res = data.find(b'#RES') if ofs_res != -1: bs.seek(ofs_res + 44) unk, vnum, zero = bs.read('3I') skip = 12 if unk == 4368 else 0 vbuf = b'' vbuf, uvbuf = b'', b''#bs.read(vnum*24) for x in range(vnum): bs.seek(2,1) vbuf += bs.read(2) bs.seek(2,1) vbuf += bs.read(2) bs.seek(2,1) vbuf += bs.read(2) bs.seek(5,1)#4 uvbuf += bs.read(2) bs.seek(2,1) uvbuf += bs.read(2) bs.seek(1,1)#2 bs.seek(skip,1)#12+ rapi.rpgBindPositionBuffer(vbuf, noesis.RPGEODATA_SHORT, 6) rapi.rpgBindUV1Buffer(uvbuf, noesis.RPGEODATA_USHORT, 4) u0, inum, u1 = bs.read('3I') ibuf = bs.read(inum * 2) rapi.rpgCommitTriangles(ibuf, noesis.RPGEODATA_USHORT, inum, noesis.RPGEO_TRIANGLE) try: mdlList.append(rapi.rpgConstructModel()) except: mdlList.append(NoeModel()) return 11 point
-
@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
-
Awesome man, glad to have helped! If there's any other static meshes you need let me know1 point
-
1 point
-
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
-
I have released an early version of the tool that can do just meshes with their material names/skeleton:1 point
-
You can use my latest Fmod Bank Tools - https://www.nexusmods.com/rugbyleaguelive3/mods/2 https://github.com/Wouldubeinta/Fmod-Bank-Tools Just PM me for the bank password.1 point
-
1 point
-
1 point
-
(just my old plugin that was made from example files of another theme) fmt_kn5.py *(don't support encryption)1 point
-
1 point
-
Does anyone know more about the mcd format used by EA? Models are packed inside the rsf format and it is possible to extract them with the rsf.bms script. I managed to make a Noesis script to view the models, but reading the skeletons is hard for me and I don't know how to proceed with them. Vertex weights are stored in a table that starts with the tag TIEW in mcd and skeleton data in FRGS in .skel file. I would appreciate any kind of help to import the skeletons into noesis. Preview in Noesis: https://imgur.com/a/o2dQvCl fmt_NHL21_mcd.py rsf.bms.zip nhl21model.zip1 point
-
not quite sure about uvs, try ofs 17 for U and ofs 21 for V, (all as Short) sample for 4e153346.SGGR1 point
-
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
-
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
-
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
-
1 point
-
I'm still not sure how to run it, unless I'm doing something wrong, it doesn't seem to be working1 point
-
for fgo's script, you just need run this: python FGOArcade-FARC.py "your farcfile path" for farcpack tool, Run it in the shell to see the cli commands.1 point
-
yeah i guess so. but I think we need to find something to differentiate between rotate data or transform data, and it's hard to find that, so we need something reverse work1 point
-
for fgo arcade, you can use this to extract the farc file: https://github.com/Silvris/RandomScriptsAndTemplates/blob/main/FGO Arcade/FGOArcade-FARC.py for kancolle arcade, you can use farcpack tools to extract it: https://github.com/blueskythlikesclouds/MikuMikuLibrary/releases/download/v2.2.0/FarcPack.7z the trading card images was in ./rom/trading_card1 point
-
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
-
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
-
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
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!