Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation since 11/10/2025 in all areas

  1. I'm trying my best to make it load somehow
    4 points
  2. Version 1.0

    7 downloads

    Syberia Remastered Localization Tool (2025) * Syberia Remastered Localization Tool.py Required: Python. When installing, make sure to check “Add python.exe to PATH.” Usage: * Copy the LocalizationModule file into the same folder as the .py file. * Run the .py file (double-click it). * In the window that opens, select the language you want to edit. * Export the text into a .tsv file. * Add your translation in the Translation column. * Run the .py file again and import your translation back in. * The new file will be created with the NEW_ suffix. Tested with latest steam Build (20969727) FEARka
    3 points
  3. 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
  4. I've just released new version of ImageHeat 🙂 https://github.com/bartlomiejduda/ImageHeat/releases/tag/v0.39.1 Changelog: - Added new Nintendo Switch unswizzle modes (2_16 and 4_16) - Added support for PSP_DXT1/PSP_DXT3/PSP_DXT5/BGR5A3 pixel formats - Fixed issue with unswizzling 4-bit GameCube/WII textures - Added support for hex offsets (thanks to @MrIkso ) - Moved image rendering logic to new thread (thanks to @MrIkso ) - Added Ukrainian language (thanks to @MrIkso ) - Added support for LZ4 block decompression - Added Portuguese Brazillian language (thanks to @lobonintendista ) - Fixed ALPHA_16X decoding - Adjusted GRAY4/GRAY8 naming - Added support section in readme file
    2 points
  5. The textures are compressed with ZSTD - just that type 0 means the whole file is not compressed. But there doesn't seem to be any encryption once decompressed - looks something like ETC format:
    2 points
  6. 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_utils
    2 points
  7. Version 1.1

    532 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.
    2 points
  8. It's been a while since this topic is up and i have found a way to deal with this: -Step 1: From the .farc files, use either the tool mentioned at the first post of this thread, or download QuickBMS and use the virtua_fighter_5 bms script i included in the zip file below to extract them into bin files. -Step 2: Download noesis and install the noesis-project-diva plugin (https://github.com/h-kidd/noesis-project-diva/tree/main , or in the included zip file) in order to view and extract the textures/models and use them in Blender or a 3d modeling software of your choice. KancolleArcade.zip
    2 points
  9. === Available bones in motion file === 2: waist - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=0(Static0), frames=0], Other[type=0x00, keyType=0(Static0), frames=0], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1] 3: chest - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=1(StaticValue), frames=1] 6: eye_r - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=68] 7: eye_l - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=62] 8: shoulder_r_jo - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=67] 9: arm_r - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=101] 10: forearm_r - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=34] 11: wrist_r - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=101] 12: pinky_r_jo - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=89] 14: pinky_b_r - Other[type=0x01, keyType=0(Static0), frames=0], Other[type=0x00, keyType=0(Static0), frames=0], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1] 15: pinky_c_r - Other[type=0x01, keyType=0(Static0), frames=0], Other[type=0x00, keyType=0(Static0), frames=0], Other[type=0x02, keyType=0(Static0), frames=0], Other[type=0x00, keyType=0(Static0), frames=0], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1] 16: ring_r - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=84] 20: middle_a_r - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=96] 21: middle_b_r - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=89] 22: middle_c_r - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=0(Static0), frames=0], Other[type=0x00, keyType=0(Static0), frames=0], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1] 23: index_a_r - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=1(StaticValue), frames=1] 24: index_b_r - Other[type=0x01, keyType=0(Static0), frames=0], Other[type=0x00, keyType=0(Static0), frames=0], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1] 25: index_c_r - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=0(Static0), frames=0], Other[type=0x00, keyType=0(Static0), frames=0], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1] 26: thumb_r_jo - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=90] 28: thumb_b_r - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=92] 29: shoulder_l_jo - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=78] 30: arm_l - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=0(Static0), frames=0], Other[type=0x00, keyType=0(Static0), frames=0], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1] 31: forearm_l - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=52] 32: wrist_l - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=52] 33: pinky_l_jo - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=52] 35: pinky_b_l - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=0(Static0), frames=0], Other[type=0x00, keyType=0(Static0), frames=0], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1] 36: pinky_c_l - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=1(StaticValue), frames=1] 37: ring_l - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=52] 41: middle_a_l - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=92] 42: middle_b_l - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=0(Static0), frames=0], Other[type=0x00, keyType=0(Static0), frames=0], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1] 43: middle_c_l - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=1(StaticValue), frames=1] 44: index_a_l - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=84] 45: index_b_l - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=84] 46: index_c_l - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=1(StaticValue), frames=1] 47: thumb_l_jo - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=1(StaticValue), frames=1] 49: thumb_b_l - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=76] 51: thigh_r - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=101] 52: leg_r - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=1(StaticValue), frames=1] 53: foot_r - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=68] 54: toe_r - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=1(StaticValue), frames=1] 55: thigh_l - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=77] 56: leg_l - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=38] 57: foot_l - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=1(StaticValue), frames=1], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1], Rotation[type=0x11, keyType=6(QuatSlerp), frames=72] 58: toe_l - Other[type=0x01, keyType=1(StaticValue), frames=1], Other[type=0x02, keyType=0(Static0), frames=0], Other[type=0x00, keyType=0(Static0), frames=0], Other[type=0x06, keyType=1(StaticValue), frames=1], Other[type=0x07, keyType=1(StaticValue), frames=1], Other[type=0x08, keyType=1(StaticValue), frames=1] === Bones in skeleton but not in motion (static) === 0: root 1: upperbody_jo 4: neck 5: head 13: pinky_a_r_jo 17: ring_a_r 18: ring_b_r 19: ring_c_r 27: thumb_a_r_jo 34: pinky_a_l_jo 38: ring_a_l 39: ring_b_l 40: ring_c_l 48: thumb_a_l_jo 50: lowerbody_jo
    1 point
  10. Please don't publish tutorials until you finish them. Also, Raw Texture Cooker is outdated. It's better to use ImageHeat https://github.com/bartlomiejduda/ImageHeat It supports more pixel formats etc.
    1 point
  11. Introduction This question is probably the most asked one and it makes total sense why, the answer unfortunatelly is pretty generic in it's nature, it depends but if we dive deeper turns out it's not as hard as you think might be here is why I personally think this way... Reverse engineering the game, specifically for asset extraction, requires 4 different steps to create: 1. Extract Game Archive, (Reverse enigneer game's extractioon method, spot a compression method, decrypt xor keys (Rarely)) 2. Reverse Enigneer Binary 3D model files 3. Reverse egnineer Binary Texture files 4. Reverse egnineer the Binary Audio files While those are not extreamly hard to topics to learn, it can took some time to figure them out yourselfe. There are numereous ways to reverse engineer those tasks, you can do it manually via binary inspection, or by using, exploits or even by using leaked Beta Builds or reloaded versions, that often are packed with .PDB files (debug symbols) that can be loaded into Ghidra for near source code, code debugging experience. While the best one is still a binary inspection, there are already dedicated tools for this, for inspecting and extracting manually sample by sample, but currently in time being there aren't any automated programs for this so you must choose to rely on Python scripts. For extracting game archives I recommend QuickBMS for model extraction Model Researcher for Textures Raw Texture Cooker and Audacity for Audio... By extracting all of the game content don't forget about the Headers and Magic Numbers, No matter how Payload loos like, the headers are always the same and often contain super usefull info with them. Graphic Debuggers vs Reverse Engineering This is hot topic is the most intersting one, since yes, Dumping 3D Models and Textures + Recording the Audio's using Graphic Debuggers like RenderDoc, nvidia Nsight Graphics and NinjaRipper Exploit obviously way, way easier than any reverse engineering the proprietary files, it can be done in few minutes vs it can took a few days to mounths in Reverse Engineering so the difference is huge sometimes, hovewer after you reverse engineered the binary files you have access to extreamly fast asset "ripping" speeds without relying on the drawcalls and of course you have access to all of the cut contents and very very easier and faster Map/World "ripping". There are obviously upsides and downsides in both of the methods, I personally recommend using exactly what you need for, if there are already scripts for extracting and maybe even converting some binary proprietary assets then go for it!
    1 point
  12. My best bet: edit: fail, at 0x1d934 there's only a copy of the mesh
    1 point
  13. I think you've already set up the aes-key and the correct version of Octopath Traveler 0 (5.4) on fmodel. You need to add the usmap file, which I attached. To do this, go to Settings->Mapping File Path and select the game's usmap file. Then, in Fmodel, navigate to the correct folder (e.g., Content/Local/DataBase/GameText/Localize/EN-US/SystemText/GameTextUI.uasset) and export the file to .json, with right-click and then Save properties (.json).
    1 point
  14. Yeah, the DWord face indices totally don't fit but I have a déjà vue of this picture, maybe on former Xentax? edit: correct vertex start is 0x144
    1 point
  15. ImageHeat v0.39.2 (HOTFIX) https://github.com/bartlomiejduda/ImageHeat/releases/tag/v0.39.2 Changes: - Fixed hex input - Changed endianess and pixel formats bindings (required for hex input fix)
    1 point
  16. Version 1.0.0

    3 downloads

    The Russian tool has been translated into English.
    1 point
  17. I don’t know if this has any effect. https://web.archive.org/web/20230000000000fw_/https://www.zenhax.com/viewtopic.php?t=3547
    1 point
  18. Nobody's making fun of you. However, it would have been useful if you had mentioned not having a computer at the start, instead of having people waste their time on things you can't use. It also sounds like you were harassing another user in DMs for help, which you also need to stop doing. People will help if they want to, and if they have the time.
    1 point
  19. You need to decompress them first. Only then you can succeed... Here's jersey-color after decompression. PS4 format. But there's problem with switch format. ImageHeat doesn't support swizzle format. But RawTex can handle this.
    1 point
  20. I've moved this topic to graphic file formats, rather than 3d Models where you posted it. Also, please don't start another post for the exact same thing. I've deleted your other post as a duplicate. Please read the rules before posting again.
    1 point
  21. Decided to extract some key frames. from that .mot file I shared earlier. Wonder if there is any insight. The NaNs are interesting tho.
    1 point
  22. Version 2.0.0

    226 downloads

    Currently, the test work has been carried out on Where Winds Meet, unless a certain game appears with the same index structure as theirs Applicable games Where Winds Meet Command processing Please put all the files you need into the same folder as the script patch mpk.py patch.mpkdb patch mpk.py *.mpkinfo Notice!!! patch.mpkdb only has the index of patchx.mpk or patchxx.mpk files For example patch.mpk patch1.mpk....patch50.mpk For other mpks, the index information should be in mpkinfo To make the script better handle, please do not put together .mpk files with the same number suffix. For example resources1.mpk LT1.mpk Because there are too many mpkinfo, many mpkinfo and mpk file names are not opposite. In some cases, there is no distinction logic written. If the numbers are the same, it may be misjudged as being to be processed. mpk If you really need to deal with it It is recommended to process step by step, such as importing resources1.mpk and resources.mpkinfo first. After the processing is completed, delete resources1.mpk and resources.mpkinfo in this folder, and then importing LT1.mpk and LT1.mpkinfo If you are dealing with mpkinfo named after the in-game name For example MpkCached_common_qinghe.mpkinfo It is recommended to put all patches of patchxxxx.mpk into this folder
    1 point
  23. 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
  24. make some ajustments! now its working
    1 point
  25. Hello Ikskoks! Thank for the solution. I have seen most of your links long ago but because it says nothing about the "mysterious bytes" after the string "grid", I fall in the conclusion that SOL Files isn't documentation enough. Crazy though, I wouldn't care about where the AMF format bytes data is, as long as the script reproduces a SOL file format and work on the Flash game in question is what matter, like I did with DS-nitro-files-builder. Regardless, this is clearer now. So, there are SOL Editors. My Python project is useless!
    1 point
  26. Hello, I have managed to get the game files and uploaded to AssetStudio to view them, and I found Texture2Ds and Sprites but some of the assets are missing. For an example, there are literally no audio/voice files at all. Then, I noticed AssetStudio doesnt recognize the assets inside a folder called "ondemand" and there are about 2k assets there and I think they are encrypted/compressed. Here is one of the examples of the encrypted assets: Is there a way to decrypt/decompress this type of file? I think those are the remaining assets. If anyone can help me I would really apprecaite it. 5db8fd68-da55-9c4a-c71f-84af76d61103.7z
    1 point
  27. 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
  28. 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
  29. Here you can see something, but I don't know how to find the faces.
    1 point
  30. 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.zip
    1 point
  31. Version 1.0.0.0

    8 downloads

    // Gorky 17 Modding tools GUI .:: Introduction ::. Gorky 17 Modding Tools is a powerful utility that lets you extract and build .kdt and .dta archives. It supports both single-file (selected file) and full archive extraction. In addition, the program includes an SPR-to-image converter, file list generator, script reader, image inspector, and many other useful features! .:: Knowing issues ::. There's an unknown issue with the .spr files. They can be read, displayed, and converted to any image format, but I assume there’s a problem with the RLE compression. The investigation is in progress, and this issue will be fixed in the next update. .:: OS Support ::. Built and tested on Windows 11 64 bit. The native linux version of the tool will be released soon. .:: Special thanks to ::. Krisztian Kispeti, Lead Dev: K's Interactive.
    1 point
  32. Okay, thanks for the lead. I successfully uncompressed the PUD file, and it is indeed a container. The value 0x2 represents the number of files within it. The uncomressed images are raw pixel data and need to be combined with the PAL file to get the correct image. can use imageheat to view the correct image.
    1 point
  33. 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
  34. by the way if you need names of audio files put thesescript.zip in AetherGazerLauncher\AetherGazer\AetherGazer_Data\StreamingAssets\Windows folder , run process.py then it will change every audio .ys files to proper names.
    1 point
  35. rename it to .awb files then use the lastest vgmstream, works well
    1 point
  36. I have one as an example I notice in this section Ran XXD with groups of 12 and noticed a pattern. This is the pinky intermediate joint. It is known that the pinky intermediate joint has one degree of freedom. meaning that movements in the other two DoF should be minimal. The second set of each float is stable. 16 bit floats. Little endian likely. Meaning that [3f], [00], [ff], etc. is the major bits. Given the ffs I do not think it is Big Endian with an offset. I have attached the file in question so you can look yourself EDIT: These are signed LE numbers. Circular angular floats (not IEEE 754 standard) so ffff/0000, 3fff/4000, 7fff/8000, bfff/c000 are each 90 degrees apart. EDIT 2: It could also be a LUT. But then I checked for any tables and I can't find any useful. EDIT 3: I have no clue anymore. These are proprietary obfuscated numbers using some cryptic format and if anyone knows how to decode them it would be absolutely amazing. SVT_0015_S01_ATK_A01.zip
    1 point
  37. I've just released a new version of ImageHeat 🙂 https://github.com/bartlomiejduda/ImageHeat/releases/tag/v0.31.2 Changelog: - Added new pixel formats: APLHA4, ALPHA4_16X, ALPHA8, ALPHA8_16X, RGBA6666, RGBX6666, BGRT5551, BGRT8888, PAL8_TZAR, BGRA5551, BGRA5551_TZAR, BGRA8888_TZAR, BGRA4444_LEAPSTER - Added support for LZ4, Emergency RLE, Neversoft RLE, Tzar RLE, Leapster RLE, Reversed TGA RLE - Fixed issue with x360 swizzling - Fixed issue with PS Vita/Morton swizzling for 4-bpp images - Added support for palette values scaling (1x, 2x, 4x, 8x, 16x) - Added dropbox for palette scaling in "Palette Parameters" box - Added funding info
    1 point
  38. Version 0.0.2

    17 downloads

    An addon for Blender 4.3.0 (also tested with 4.4.3) to import and export the .msh, .bn (.bbx goes together) and .ani files for RF Online. The entity (R3E) and map (BSP) formats are import only. Import operations work with drag and drop. There is code for exporting the BSP format inside the addon code but it is deactivated due to being incomplete. It only reaches so far as actually exporting walkable map geometry (with the BSP structure also built) and baking+exporting the light maps. Unfortunately, Blender proved to not be very suitable for the task of actually being a complete map editor for RF Online, mostly due to complexity issues with the .SPT particle format and other desirable features that would be hard to implement into it, such as mob spawn areas and portals. The R3M materials are also quite hard to simulate, since the original engine rendered the same mesh multiple times for each texture layer they had. It is possible to reactivate the feature by manually uncommenting the three commented lines in the bsp.py's menu_func_export, register and unregister functions. Expect no support for this feature, as the more proper solution would be writing a proper dedicated software. Current Features: MSH (Mesh) Import: Imports .msh static meshes (Standard and MESH08 formats). Automatically attempts to find and assign textures by looking for DDS files referenced in the mesh or by searching .RFS archives in expected relative paths (../Tex/). MSH (Mesh) Export: Exports selected Blender mesh(es) to .msh format (Standard or MESH08). Handles vertex data, UVs, weights, and bone assignments. The export ignores any collection with the name "bone shapes". BN (Skeleton) Import: Imports .bn skeleton files. Reads bone hierarchy and rest poses. Automatically looks for the corresponding .bbx file (must be same name, same folder) to get the proper skeleton name. Creates Blender Armature objects. Also imports custom bone shape geometry if defined in the BN file and creates mesh objects for them, assigning them as custom shapes in Blender. BN (Skeleton) Export: Exports a selected Blender Armature to .bn format. Calculates and exports the corresponding .bbx file with skeleton name and bounding box. Exports custom bone shape geometry if assigned. ANI (Animation) Import: Imports .ani animation files. Applies animations to compatible Armatures and/or Objects based on names found in the ANI file. Creates Blender Actions. Option to target selected objects or objects within a collection matching the ANI's base name. ANI (Animation) Export: Exports Blender Actions to .ani format. Bakes complex animations (constraints, drivers, NLA) before export. Options to export the active action, actions from selected objects, actions from the active collection, or all scene actions. BSP (Map) Import: Imports .bsp map geometry. Reads associated .r3m (materials), .r3t (textures), and .ebp (entities, collision) files (must be same base name, same folder). Locates entity assets by parsing .rpk archives found in ../Entity/ relative to the BSP's directory. Instantiates map geometry, materials (replicating many R3M effects), and R3E entities. Includes an option to import and display LDR lightmaps from Lgt.r3t files. There is also an option for creating a visualization of the actual BSP structure of the map by creating boxes with the nodes' dimensions and leaves with the appropriate geometry, however this will most certainly make the Blender scene run very slow (this option is not necessary to see the actual map at all if that's what you want). R3E (Entity) Import: Imports .r3e files together with their associated .r3m and .r3t files. Also imports animations, if present. Installation: Download the repository as a .zip file. Or simply download the embed file here. In Blender, go to Edit > Preferences > Add-ons. Click Install... and select the downloaded .zip file. Enable the "RF Online importer/exporter" addon by checking the box next to it. Dependencies (only necessary if you want to manually try the BSP export option) DDS Export (.bsp): Exporting BSPs requires ImageMagick to be installed and accessible in your system's PATH. The addon uses it to convert textures to DDS format. Download from: https://imagemagick.org/script/download.php Important: During installation, ensure you check the option to "Install legacy utilities (e.g., convert)" as the addon uses the magick convert command. How to Use: Import: Find the RF Online importers under File > Import > ... (MSH, BN Skeleton, ANI, BSP, R3E). Export: Find the RF Online exporters under File > Export > ... (MSH, BN Skeleton, ANI). Operator Options: Each operator has options. Pay attention to options like: MSH Export: Mesh Format to Export (Standard/MESH08), Collection Type to Export. ANI Import: Apply to Selected Objects, Ignore Not Found Objects. ANI Export: Action(s) to Export. BN Export: Export only selected. Debug options are available for troubleshooting. If turned on, open Blender's console to see the messages. Expected File Structure & Naming Conventions The addon relies on specific file names and relative folder locations to find associated assets: BSP Import (map.bsp): Needs map.r3m, map.r3t, mapLgt.r3t (optional), map.ebp in the same folder. Needs entity RPK archives (e.g., entity.rpk, monster.rpk) located in ../Entity/ relative to the map.bsp folder. The addon parses these RPKs to find the .r3e, .r3m, .r3t, etc., files for map entities. MSH Import (mesh.msh): Will look for texture paths defined within the MSH. If not found directly, it attempts to find textures in .rfs archives located in ../Tex/ relative to the .msh file's folder. BN Import (skeleton.bn): Needs skeleton.bbx in the same folder to read the proper skeleton name and overall bounding box. Export Naming:MSH Export: Selected Objects: Uses the filename you provide in the export dialog (e.g., my_export.msh). Active Collection / All Collections: Uses the collection name as the base filename in the selected directory (e.g., exporting a collection named "Props" to D:/Exports/ results in D:/Exports/Props.msh). Any collection named "bone shapes" is ignored and not exported when present. This is done to prevent the exportation of bone shapes as new .msh files. BN Export: Similar to MSH Export (uses selected armature name or collection name). Writes both .bn and .bbx files (e.g., skeleton.bn, skeleton.bbx). ANI Export: Uses the Blender Action name as the filename in the selected directory (e.g., an action named "Walk_Cycle" exports as Walk_Cycle.ani). Current Limitations / Disclaimer: BSP Export is DISABLED: While the addon includes the code for that, the operator to export a full .bsp map (including geometry, materials, entities, and baked lightmaps) is currently disabled in this release. BSP export is extremely complex, and this feature is incomplete. Performance: Importing very large maps or exporting complex scenes may take time due to Python processing. You can see the importing progress if you've opened Blender's console before importing a map. R3M Effects: While many material effects are replicated using shader nodes, perfect 1:1 visual parity with the original D3D8 fixed-function pipeline can be challenging. MSH exporter does not export effects currently. Download Link: https://github.com/Cardboard-box-a/cbb-rf-online-addon (download the repo as a zip), or the file embed here. Bug Reports/Suggestions: [The github's Issue page might be more suitable for keeping tracking of possible issues] Overall the import part of the addon expects that you are using it to import files from a real game client, with the original folder structure. Meshes, for example, can be imported without their associated textures if the original folder structure is not present. The .MSH exporter splits meshes that have more than 65k vertices automatically which has been tested by the .msh importer itself, but actual experience in the game is welcome to be known. Uploaded in this post itself is a zip containing ImHex patterns for some of the file formats I've worked on. Hopefully this addon will prove useful for creating custom content for such an old game, or at least to satisfy the curiosity of what the game looks like behind the curtains. Patterns.zip
    1 point
  39. 48 downloads

    This is attachment from ZenHAX posted by rengareng in topic: Metro: Exodus vfx unpacker
    1 point
  40. Bumping this, if anyone would be an absolute unit to solve the animations it would be greatly appreciated! 🙃
    1 point
  41. 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.zip
    1 point
  42. The WAVE files just use XBox ADPCM (not that obscure) and you can play and convert them with Foobar + vgmstream (note: some files don't contain audio). You don't really need to do anything else.
    1 point
  43. Maybe you should open a new thread and ask in there, not here, because this thread is for discussing the motion file.
    1 point
  44. I'm still not sure how to run it, unless I'm doing something wrong, it doesn't seem to be working
    1 point
  45. 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
  46. 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_card
    1 point
  47. https://github.com/h-kidd/noesis-project-diva AFAIK this uses the same (or highly relevant - Virtua Fighter 5 based) engine as other arcade games such as Project DIVA Arcade or Fate Grand Order I guess the animation format would be relevant (and hope this be helpful for REing)
    1 point
×
×
  • Create New...