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9 points
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5 points
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Tool released. Its an early version (as usual), but already makes very good results.5 points
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5 points
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Yes, but it's still in progress, not ready to upload it yet while I iron out a few issues.4 points
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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.zip4 points
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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
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Version 1.0.1
143 downloads
Final Fantasy VII Rebirth tool Exports static and skeletal characters, maps (including nanites). In addition to all DLLs provided here, it requires global.ucas file from the game, it must be in the same folder as .EXE. Usage is similar to previous FF7remake tool. See below. Main difference is that nanite maps (using nanites) are exported in DMF format (download blender plugin for it here). Tool usage: You can use the tool to convert individual assets, or all assets in a folder. 1. To convert one asset, drop asset file onto the tool, or run the tool from command line with asset filename as parameter. If asset file contains a texture, it will create "texture.db" file with information for later use in map extraction. If asset file contains static or skeletal mesh, in will be exported to ASCII. Raw data will also be saved in "staticmesh.raw" & "skeletalmesh.raw" folders for later use in map extraction. If asset file contains a material, it will export material info in a text file, and create "material.db" file with information for later use in map extraction. If "material.db" file already exists next to the tool, it will be updated with newly found materials. If asset file contains a blueprint, it will create "blueprint.db" file with information for later use in map extraction. If "blueprint.db" file already exists next to the tool, it will be updated with newly found blueprints. 2. To convert all assets in a folder, place the tool in that folder and run it. Tool will search that folder and all subfolders for .uasset files and try converting them all. When prompted "are you sure?" you can press "enter" to confirm or Ctrl-C to cancel. 3. To convert maps, drop .umap file onto the tool, or run the tool from command line with umap filename as parameter. Current version will extract static meshes, skeletal meshes, blueprint-generated meshes and nanite "terrain streams" from a map. For map extraction to work, "staticmesh.raw" and "skeletalmesh.raw" folders with previously extracted data must be in the same folder with the tool. If some models will be missing, tool will give messages. If "blueprint.db" file will be next to the tool, it will try and place all models mentioned in blueprints on the map. There's no proper blueprint support, so some models may be placed incorrectly. If "texture.db" file will be next to the tool, it will be used to assign proper material names to nanite parts of a map instead of hashes.4 points -
Another update. Should load almost everything now. Since the last updated, I've integrated reading of the textures and created the materials for each submesh, so they should display correctly. No need to decompress any files first, just load a tmd2 file and it will load the matching texture file. There are issues with some hair meshes - some of them don't seem to have proper textures, maybe they're handled differently, not sure. There are still some texture types that I'm not sure about - they could be specular, metallic, or whatever. As always, it's still a work in progress. bleach_rebirth_tmd2.zip3 points
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3 points
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You can use this Noesis script to get the textures from the LDS files. Not sure how the textures are integrated into the materials to allocate to individual submeshes. rebirth_lds.zip3 points
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tm2 and lds its zlib lds after unpack (dds texture) tm2 after unpack (3d model) structure: 8 bytes magic(PZZEtmd2) uint decSize uint zero uint ofsData uint zero bytes* comData EDIT: i made qbms script BLEACH_TM2_LDS.bms3 points
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Did you tried Store RwShapeIndex Values in a List? Somenthing like that? bs.seek(RwShapeIndexTableOffset, NOESEEK_ABS) rw_shape_indices = [] # Create a list to store RwShapeIndex values for i in range(0, RwVertexInfoCount): RwUnknown_0 = bs.readUShort() RwUnknown_1 = bs.readUShort() rw_shape_indices.append(bs.readUShort()) # Append to the list bs.seek(RwVertexInfoOffset, NOESEEK_ABS) for j in range(0, RwVertexInfoCount): Underline = "_" RwShapeInc = j RwShapeIndex = rw_shape_indices[j] #get the value from the list using the j index. RwShapeIdxNum = "{:04d}".format(RwShapeIndex) RwShapeIndexTmp = str(RwShapeIdxNum) print(RwShapeIndexTmp)3 points
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So I've been following this thread from today, seeing all the progress as it comes. My main aim from the beginning was to find Tier's files and edit her to the authentic look. I've been able to find an alternate, albeit possibly outdated now, method of revealing the full 3d models for the files in Noesis. The python plugin is a slight change to DKDave's code that I found earlier in the thread (same file name). It forcibly commits all triangle data to a single mesh, essentially forcing all vertices and submeshes to appear. Maybe someone can benefit from this potential checkpoint? Can't wait to see what modding brings for this amazing game. I'll continue trying to fiddle with the textures tomorrow! Biggest thanks to DKDave again, doing the Soul King's good work. bleach_rebirth_tmd2.py2 points
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Just a small update to add a few more mesh types from the additional samples provided. bleach_rebirth_tmd2.zip2 points
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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.2 points
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2 points
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Is there a specific file you're having trouble with inside that archive? These appear quite similar. e.g. 0000000000000000_unpack.seg is uncompressed 8-bpp indexed pixels 512x1024 starting at 1600h and a palette at 200h. (you'll have to tell me if the red and blue channels are reversed, since you've played the game)2 points
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Hi everyone, We're excited to announce a small yet important update regarding user groups on our board. This change is the first in a series of improvements planned for the very near future. Please find below the updated and detailed descriptions for each user group: Administrators Moderators Donators Engineers Supporter Members Guests Banned Thank you all for your attention, and we appreciate your ongoing support and contributions to the board. Stay tuned for more exciting updates! Best regards, The Administration Team2 points
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.bsp, lots of small point clouds (11 to 20 vertices, one with 50). Someone with patience required to collect them. The search pattern is xx00000101xy, 5 times in a row, where xx is 00 to 05 and xy a wildcard byte. The vertex blocks start 48 bytes (+/- 1 or so) after the start of the pattern. (Imho most blocks don't look as if they represented meshes, btw.) One vertex (?) block from the end of the file, double vertices included:2 points
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I've just released a new version of ImageHeat https://github.com/bartlomiejduda/ImageHeat/releases/tag/v0.14.2 Changelog: - Added changing canvas color feature. Three colors are available: Gray (default), black and white - Added config file feature. Now program's settings are stored in "config.ini" file - Added translation feature. Two initial languages are supported for this release: English (default) and Polish - Rewritten logic for indexed formats. Now there is an additional combobox where palette format can be selected - Added support for Nintendo Switch swizzling - Added support for PAL_I8A8 format - Added tooltip for longer filenames in Info Box - Fixed bug with mixed shortcuts when using CTRL or SHIFT - Removed support for some rare pixel formats (e.g. RGB121) - Added support for showing palette file name in GUI - Added shortcuts (N/M) for changing palette format - Removed rawutil dependency completely2 points
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Tool Collection: https://www.reddit.com/r/FFXV/wiki/modresources/ ffxvScout (earc export and import): https://sayhijon.wordpress.com/ffxvscout-3/ Cindy, Text Editor (localization tool): http://www.balamb.pl/down/Cindy_FFXV_Text_Editor_v1.1.zip2 points
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2 points
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Version 1.0.0
328 downloads
Tool for FFXVI (Final Fantasy 16) models. So far it must support all (or almost all) models from "chara" folder. Static map parts may also work. Did not test much of the others. Requires 1 or 2 parameters. Usage: FF16.exe <mdl> <pac> 2nd parameter is needed for skeletons. If you don't provide .PAC file, model will be exported as static mesh. The PAC file for character group is in its corresponding "pack" folder.2 points -
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Looking to see if anyone is interested in this, 3D models/geometry isn't exactly my strongest skillset (which I'm sure you will soon notice). I was originally inspired by an old thread on Xentax for other Rareware games (primarily Grabbed by the Ghoulies) however Live and Reloaded seemed to get skipped over since no one could figure out the compression the game was using. Fast forward a few years and i learned that Xemu had a debugging feature with support for IDA which is a tool I'm fairly familiar with, using this i was able to extract the x86 assembly instructions the game uses to decompress the game assets and write a wrapper for it allowing me to unpack the files to a state similar to what's used in other Rareware titles. You can check out that tool here: https://github.com/birdytsc/clr_unpack I'm currently in the process of reversing the games model format but my limited experience with 3d models/formats is hindering my progress. While some of the data is pretty straightforward to obtain some are packed away in pushbuffer instructions, one example is the tri's/faces data: This makes it a little more annoying to tell what set of vertexes they belong to but they are (so far) stored in order that you will find any vertex data one problem i am having is im not sure whether im extracting the data properly, example: the first part for conkers main model is broken into 3 sets of triangles all sharing a single set of vertexes, uv's etc. the model only looks correct if i separate the 3 sets of tri's into there own mesh, keeping them together creates artifacts: Another issue im having is Texture alignment, the game stores the textures as raw DXT data (usually DXT1 or DXT5) even in simpler models that only consist of a single set of triangles im still having alignment issues, for example: Perhaps this is a sign that there is indeed an issue with how im extracting the Tri's? If anyone wants to play around with this stuff ive included some files in the zip: aid_bfdmodel_characters_conker.py - a script for ModelResearcherPro that will load the verts/tris for the main conker model retail_aid_zpackage_general_singleplayer.rbm.listfile.csv - list of file names (if they havnt been stripped from the asset packer) and offsets retail_aid_zpackage_general_singleplayer.rbm.unpacked - just the decompressed version of the file found in the retail game retail_aid_zpackage_general_singleplayer.rbm.unpacked.mapped - same file as above but after its had a bunch of pointers mapped, useful for diffing against the original to find pointers. retail_aid_zpackage_general_singleplayer.rbm.unpacked.mapped.hexpat - imhex pattern file for the previous file. conker_stuff.zip1 point
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Hello, sorry if this isn't the appropriate place for to ask for help regarding modifying a game but I'm looking for help trying to modify the Far Cry 3 Editor. I've tried reaching out to countless different modders that have made mods for Far Cry 2 and 3 aswell as in the Far Cry Modding Discord to no avail. I'm far from tech savvy or a software developer/hacker but I'll be more than happy to help along the way in any way that I can since I would really love to enjoy all of the different models that the game has to offer. What I'm looking to achieve: -Add in all of the missing models, NPC's (Pirate Beheader, COOP Heavy Pirate Flamer, Guard Dog/Attack Dog) -Different textures/materials of models (different colors of crates, barrels, tarps that appear in-game, but not the Editor.) /To my knowledge only vehicles cycle trough the different textures. -Missing COOP, Multiplayer, DLC content There are already some mods that try to do this, like https://www.nexusmods.com/farcry3/mods/156, https://www.nexusmods.com/farcry3/mods/334 Unfortunately there are still many missing models and the different textures aren't present. Basic Introduction: This modding guide should be a wonderful read for those interested, while it is for Far Cry 2, all principles still apply. It can be found here: https://docs.google.com/document/d/1ozhN9s_4puzSXVYs12ZAOayyL036hgQuFCVS_jSXbd0/edit?tab=t.0#heading=h.5yuedjwzmzz8 NOTE: If necessary I'll personally provide these archives, including after they have been unpacked. I can guarantee you that none of these have any sort of malware. Inside of our Far Cry 3 installation is the data_win32 folder, inside of it are .dat & .fat file archives which contain different folders as well as the different file formats that the game uses. In order to open these archives, we can use https://www.nexusmods.com/farcry3/mods/5 Alternatively https://github.com/gibbed/Gibbed.Dunia2 There are multiple .exe's that are geared towards modding, which I'm far from knowledgeable about, one is supposedly for .XML editing In order to extract them, all that's needed is to just place the example.dat and example.fat file withing the Gibbed.Dunia2 Tools folder. After that we need to place the example.dat file onto the Gibbed.Dunia.2.Unpack which will open up a program pop-up window that is going to extract all of the files from the archive and create a example_unpacked folder which includes the different types of data like the .XML files, models, sounds, textures, etc... Far Cry 3 uses a "patch" system where putting in a new patch.dat and .fat file inside of data_win32 modifies the game, whether it be changing values, adding in new objects, etc... The 2 mods mentioned above utilize this method in order to change the Editor (IGE-In Game Editor). The specific file being edited is the object_inventory.xml which is a giant list of all the available models, NPC's, Vehicles as well as Directories which just neatly organize where models are found within the editor. The problem: Objects have different tags which I have no clue in figuring out, like how big the Bbox (Bounding box/Collision model) is or what are all of the materials an object can use (e.x. a Barrel can be black/red/blue/green), it seems to be some sort of internal setting since there is no mention of which colors/materials a object can use anywhere. Ideally a script would go over all of the folders and add in the content since doing it manually would be a painstaking process. Hopefully this has been helpful in some way, as I've said already I tried reaching out to many different people but unfortunately it seems that there isn't anyone around who could help me figure all of this out, I wish I was skilled enough to do this myself but this seems like my only option and place where I feel like I can ask for help. If there is any way that I can help, feel free to write so.1 point
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1 point
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The developer of Anviltoolkit said that the support of ACS will not added until EOL (end of life) Also my tool will not work with ACS files because they changed the structure of forge + LocalizationPackage Implanting new struct of forge is not a big deal but the big problem is LocalizationPackage. This file contains texts and string is hardly encoded/encrypted/compressed in this file. In past we used robin tool to import/export this file but now the tool is not working and the structure of LocalizationPackage is so complex.1 point
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.RCF Export \ Import BMS script Atg Core Cement . ATG CORE CEMENT LIBRARY (script 0.2.2) . ATG [atg_core_cement.bms] http://aluigi.altervista.org/quickbms.htm http://aluigi.altervista.org/bms/atg_core_cement.bms Batch: Batch.zip .p3d AutoIt scripts https://reshax.com/topic/344-swuforce-autoit-scripts/#comment-1124 Find "prototype2_export.au3" and "prototype2_import.au3" files + and paste in "Include (put these files to your AutoIt Include folder)" folder: p3d.zip .gfx font file editor https://github.com/jindrapetrik/jpexs-decompiler All tools probably work with Prototype 1 and 2.1 point
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Try this QuickBMS script that I made myself (well not really. I kinda took some bits from the aluigi's scooby_looney.bms script then adapt it accordingly): ## Shantae and the Pirate's Curse *.vol extractor script by BloodRaynare ## For use with QuickBMS log MEMORY_FILE 0 0 ComType deflate get SIGN long if SIGN == 0xd177f050 callfunction COMP_VARIANT 1 else callfunction UNCOMP_VARIANT 1 endif startfunction COMP_VARIANT get DUMMY long # 0x0101 get ZSIZE long get SIZE long savepos OFFSET clog MEMORY_FILE OFFSET ZSIZE SIZE get SIGN long MEMORY_FILE get DUMMY long MEMORY_FILE get DUMMY long MEMORY_FILE get FILES long MEMORY_FILE get OFFSET long MEMORY_FILE goto OFFSET MEMORY_FILE xmath NAME_OFF "OFFSET + (FILES * 0x18)" for i = 0 < FILES get CRC long MEMORY_FILE get DUMMY long MEMORY_FILE get OFFSET long MEMORY_FILE get ZERO long MEMORY_FILE get ZERO long MEMORY_FILE get SIZE long MEMORY_FILE savepos TMP MEMORY_FILE goto NAME_OFF MEMORY_FILE get NAME string MEMORY_FILE savepos NAME_OFF MEMORY_FILE goto TMP MEMORY_FILE log NAME OFFSET SIZE MEMORY_FILE next i endfunction startfunction UNCOMP_VARIANT get DUMMY long get DUMMY long get FILES long get OFFSET long goto OFFSET xmath NAME_OFF "OFFSET + (FILES * 0x18)" for i = 0 < FILES get CRC long get DUMMY long get OFFSET long get ZERO long get ZERO long get SIZE long savepos TMP goto NAME_OFF get NAME string savepos NAME_OFF goto TMP log NAME OFFSET SIZE next i endfunction1 point
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That did comfirm which version of Granny was used. Granny Standard Exporter, SDK version 2.7.0.25 I can now look for the proper format of the header. I should have the Magic numbers I need. And I don't do Discord.1 point
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This is a Unity (2021.3.9f1) game that has reached EOS (End of Service). The APK contains UI assets, which can be extracted using standard Unity tools. However, the cache files are different, and some require additional processing. What I Have Achieved So Far: Extracted Audio and Video Files These files have AFS2 and CRID headers. I found a decryption key inside the APK: "0048B2AB558A01B6". Using CRID-usm-Decrypter and HCA key generation tools, I successfully extracted these assets. The Problem: The final implemented files before service shutdown confirm that the necessary assets exist. All content up to the EOS update is present in the extracted audio and video files, confirming that the cache holds the game’s full assets. However, 3D models and textures are missing, and the remaining files have no identifiable file extensions. Two distinct binary patterns (see images) appear frequently in these unidentified files, leading me to believe they contain graphics data. I suspect that these files contain the graphic data, but their format is unknown. I also tried using AI to perform decryption with the extracted key, but this has not yielded any results either. What I Am Currently Doing: I lack experience in disassembly or reverse engineering. I am using AI-assisted analysis to examine Il2CppDumper output and searching for clues via Ghidra, but progress has been slow. I have attached the cache files, APK, and DummyDlls. or alternatively, I will provide a sample of the cache with only the relevant files. If anyone is familiar with where to start or knows any effective tools or methods to analyze these files, I would greatly appreciate your guidance.1 point
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@Eraea: What do you mean exactly? 12 00 00 00? Building the strips without holes is the problem (which you seemed to have, too, in your first picture. Or did you miss the face culling?): And what about your 3rd picture? It shall demonstrate that more than 21 sub meshes make no sense, I guess, but obviously it's face vertices. This is what I have (first 21 submeshes and using Noesis' face cull). I removed doubles (x of 1192 vertices) but that didn't help that much:1 point
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An early version of the PS2 SDK had a leaked PSS file processing tool called PS2STR.EXE. However, that was only an early version. Considering that WA5 is a relatively late-era PS2 game, the PSS tool included in the SDK should have been updated to support muxing more audio formats, but there haven't been any leaks of that. Therefore, the only option is to reverse engineer this special PSS format ourselves, which is indeed very difficult.1 point
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oh i forgot about that one. Its a file from the game, it must be placed next to the tool.1 point
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Following scripts are from ps23dformat, .umd script does seem to extract stuff like the .osm map files and .uax files, though they seem to be extracted the same way as the .ukx, .usx, and .utx files where they currently don't have actual data and just use data from core.int. Special thanks to diegozmei for remind of this a few or so weeks ago. Open Season Game PS23DFormat scripts.7z1 point
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hey! Unfortunately the packages didn't work, it keeps saying DLLs not found After some analysis I can understand a little better how these files work, I mapped the data using ImHex but I have what seems to be the last obstacle to being able to write a functional parser for most files. only remaining obstacle is the possible pointers to data or strings in the files. It is still unclear whether they are direct pointers, go through an FNV hash, or represent memory addresses. One example is characterAnimationData, which displays a uint32 value of 76241072. These values/addresses/pointers, etc., seem to be located at the end of the file or after the header data. The values appear to be the same, suggesting some kind of relationship between them. In this case, the actual value of characterAnimationData is a string found at the end of the file or after the header. The same pattern occurs with other data entries. However, I still haven't been able to determine what this value (76241072) actually represents, and this happens in most files, most .markerSet file works like this. I found these messages from dalkon: and that's what I did for the files, but for this type of data that seems to be a key, offset or something like that I still haven't been able to understand how it works, see characterAnimationData: https://drive.google.com/file/d/1FCYNMurfhIX_hXHDvQrUPhgtArvFPuRu/view?usp=drive_link1 point
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Version 2.1
1,303 downloads
Texture Finder is a tool made by IceBerg to find texture files. You use the tool by loading in an unknown image file format and then use the pixel formats, with pallete, quad formats along with offsets in the program to finalize the image and converting it into .bmp when exporting. Sadly no further documentation is included with the program thus far.1 point -
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 exist1 point
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The other one is trying and you are just there for comments.. do it yourself and don't comment as if you were the advisor.. you are an engineer, get to work and help us.1 point
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I wrote my first blender script! I updated the github repo with the AutomapBMP.py and instructions on how to use it. In short, if you import the noesis FBX output file into blender, save it in the folder with all the export .bmp files, then run the script, it goes through and creates an image node, mapped to the same named njtexXXX.bmp as the material name, if it has a material slot (because I kept selecting the bones lol). much, much less tedious than before.1 point
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