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This seems to indicate that it's a matter of how the triangle strips are generated automatically. Speaking for me only I never saw this issue. Holes, yes, but bigger ones, not these "one-face-holes". There should exist scripts to fix this. (I'll check meshlab for such a feature when I'm back to office.) edit: well, the feature Filters > Remeshing, Simplification and Reconstruction > Close Holes does increase the holes. So it not meant to be used with one-face-holes, seems. Blender, Non-Manifold operator Works with v2.79 (disadvantage see pictures) That's too less. For character models there must be other indicators (material IDs, vertex groups, whatever) to group vertex blocks together.3 points
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The tool you mentioned does not work with single-line JSON files. I wrote this tool for you, so give it a try. Let me know if you encounter any problems. Single Line Dialogue Editor.rar2 points
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I have no idea where the holes come from. Use the exe from the zip here (needs dlls from previous zip) to get the rest of the body. For some unknown reason 47% of toko's sub mesh blocks don't have an uv block (the exe from the previous zip needs a correction because it misinterpretes normals as uvs). Still weird to join sub meshes manually (see shoe):2 points
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Alright, So I fired up @roocker666 ‘s Noesis script and the Console Texture Explorer. Sadly, just as expected, all RMD’s from CITYMAN1 to DCHAIR are completely identical. With the exception of DBULL.RMD they used the same model and textures as placeholders every time. So, no final boss and no City of the Dead residents. But not all is lost, the textures in question are not identical to the one’s featured in the final prototype. It seems that we have uncovered some Beta textures of the Demon Bull and Demon Man enemy. x1 As you can see: these textures lack some of the finer details when compared to their final iterations. While making everything look a bit more cartoonish, these beta textures are much more in line with the artstyle of the first two games. However, this discovery still begs the question where Unseen64 got these images of the City of The Dead residents from. We can’t tell for sure yet, but SEGA DREAMCAST INFO has stated on their website that there are other Fear Effect Inferno prototype builds out there. Maybe one of the earlier builds made use of these models, but that's just speculation on my behalf. Since we have uncovered the contents of these RMD and PS2 files, I’m perfectly happy with this discovery and declare the topic as solved for now. If anyone wants to take a shot at untangling these 3D models, feel free to do so. I have attached all of the converted models and textures down here: Big thanks to @roocker666 @shak-otay, I couldn’t have done any of this without you. If one of the earlier builds will ever see the light of day, I will be definitely be back for some more digging. Until then. See ya! RMD PS2.zip2 points
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TextToolDragonZH works perfectly with this localisation.json file. You must use this code for the script: ":" ", 0 0 localization.json.zip1 point
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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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Hi. Try this script: https://github.com/bartlomiejduda/Tools/blob/master/NEW Tools/Super Mario Sunshine/Super_Mario_Sunshine_HAR_HIX_script.bms Here's the tutorial for the script (just in case): https://ikskoks.pl/tutorial-what-is-quickbms-how-to-export-and-import-with-quickbms/ And file format specification: https://rewiki.miraheze.org/wiki/Super_Mario_Sunshine_HAR_HIX1 point
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Spider-Man Miles Morales PC Modding Tool https://www.nexusmods.com/spidermanmilesmorales/mods/81 point
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First: wrong sub forum! That's not a graphic's format problem. 2nd: So this is Durik's script which you seem to have patched wrongly? (Since Durik's script usually work like a charm...) --------------------------------- To get rid of this annoying "RuntimeError: Invalid type provided for bone matrix" I made these changes (without knowing what I did exactly): elif ntype == 10: bs.seek(80, NOESEEK_REL); trfm = NoeMat44.fromBytes(bs.readBytes(0x40)).toMat43() #trfm = NoeMat44.fromBytes(bs.readBytes(64)) bs.seek(80, NOESEEK_REL) print("trfm:", trfm) #bone = NoeBone(pidx, trfm, bonename) bone = NoeBone(len(bones), bonename, trfm, "dummy", -1) bones.append(bone) (Be sure to replace the string "dummy" by a parent bonename variable, btw.) Result:1 point
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Thanks for the info. Thanks. I found the script. Seems to be very similar to my script and it extracts data the same way. Well, I am creator of EA Graphics Manager 😄 And I can tell you that FSH/SSH/MSH/XSH files supported by EA Graphics Manager are compleetely different than TXFL files attached to this topic. This just won't work, because tool wasn't designed to work with TXFL files. As for TXFL files, I was able to make some progress, but it's still not completed. I can extract some files in grayscale: Here's my extractor: https://github.com/bartlomiejduda/Tools/tree/master/NEW Tools/The sims 2/The Sims 2 TXFL Extractor Most of those files are probably PAL8 and palette is stored at the end of each file, but I couldn't figure out correct pixel format... Not sure if I can progress any furthrer without debugging the game. EDIT: Maxis logo seems to be a good sample for further analysis It looks like this in grayscale: And it should look like this in color: ui_maxis.zip Still can't get palette right. 😞1 point
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I used a BMS script from The Sims Bustin' Out. The Sims 2 has a Script but it doesn't seem to work, I assume the Bustin Out one works in all games (from 1 to Castaway), I also assumed that Maxis used some format commonly used by EA, but when I tried to use a specific program for EA game files it ended up not working (EA Graphics Manager).1 point
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From looking at the gamecube version, i think the textures are .TXFL files which is a custom format made by Maxis. The textures are all stored in a singular .arc file, so if someone could extract from it then the textures would be there! Here's the link to the .arc file https://gofile.io/d/J6Ojvq Edit: I extracted all .TXFL file (11,443 in total) Hope this helps ikskoks to read these! (Uploaded a few at random below) random .TXFL.zip1 point
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Hey, I am fine. Here's at least SkinnedMesh parser. I have also made Noesis script if you care, but without skin/skeleton, I am not good at it. But 010 Template covered it. There are also some downsides. I don't know how to read both texture and model in one script. So you must first use script for textures, export them and remove script from plugins\python folder and use this one for a model. Also script for textures always output first file with incorrect file name. Don't know how to fix it.1 point
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Do you have any proof of that ? If not, leave your accusations to PM only pls. This is forum where we help each other. If tool is public where is the problem then ?1 point
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Doesn't make sense to recode before some problems aren't solved, so I just logged separating lines to mark the sub meshes which belong to a texture ("texture group"). View Makeobj_log.txt for bg00.vug Exe needs dlls from zip here to work! edit: the face (bg00_15.png) belongs to tex13 sub mesh group, dunno why): Make_obj-Galdelic-vug-texGroups.zip1 point
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The H2O creator just logs addresses of blocks - if it overlooked blocks (which is possible, of course) there would be bigger holes. I think it's a matter of the tri strips algo which hex2obj uses. Tested 2 variations or so (with other formats), the results usually didn't change that much. ...vug-char.exe was for characters only. I've replaced it with a more unique one (see my previous post). Sadly this took more time than planned, already. Also I usually do not do deep analysing. The tool was meant to serve as kind of startup. If you find material IDs, vertex groups, whatever feel free to report so that I could take a look at. (For now I have to care for my dozen other projects.) edit: some vug files have tables at the beginning, containing offsets to "VG1". Interestingly the count seems to match with the amount of textures, for bg00 at least. So it seems clear that all sub meshes between two VG1 "markers" should be joined. Will test that asap. edit: Treating the H2O files in groups (manually). (too bad, toko has 2 table address entries only...)1 point
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Detected PS4 format compression LZ4 + PS4 swizzle. Used comp type scan. I will try to write bms. Here's some info. //------------------------------------------------ //--- 010 Editor v14.0 Binary Template // // File: // Authors: // Version: // Purpose: // Category: // File Mask: // ID Bytes: // History: //------------------------------------------------ local uint32 i; char Sign[8]; uint32 Unknown_0; uint32 Unknown_1; char Platform[4]; uint32 TextureCount; uint32 Unknown_2; uint32 UnknownCount; uint32 TotalCompressedSize; uint32 TotalDecompressedSize; uint32 Unknown_6; uint32 Unknown_7; struct { char TextureName[64]; uint32 Unknown_0[4]; uint32 CompressedSize; uint32 Offset; // + BaseOffset uint32 Unknown_3; uint32 DecompressdSize; uint16 Unknown_4; uint16 Unknown_5; uint32 Unknown_6; uint32 Unknown_7; uint32 Unknown_8; uint16 TextureWidth; uint16 TextureHeight; uint32 Unknown_9; uint16 PixelFormat; uint16 Unknown_10; uint32 Unknown_11; ubyte Unknown_12[4]; uint32 Unknown_13; uint16 Unknown_14; uint16 Unknown_15; uint32 Unknown_16; uint32 Null[4]; }BlockInfo[TextureCount]<optimize=false>; struct { uint32 Unknown_0; uint32 Unknown_1; uint32 Unknown_2; uint32 Unknown_3; uint16 Unknown_4; uint16 Unknown_5; uint32 Unknown_6; uint32 Unknown_7; uint32 Unknown_8; uint32 Unknown_9; uint32 Unknown_10; }UnknownInfo[UnknownCount]<optimize=false>; local uint32 BaseOffset=FTell(); for (i=0; i < TextureCount; i++) { FSeek(BaseOffset + BlockInfo[i].Offset); struct { byte CompressedData[BlockInfo[i].CompressedSize]; }LZ4CompressedData; } I am too lazy write bms.1 point
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You go to the MASTER collection and select which ever object you want to work on, then make it visible if its hidden, it will be at center of scene 0,0,0 as that's where all individual unique objects are loaded, once you make your desired edits, you will see the INSTANCES take after the MASTER object and see the desired results.1 point
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get FILE_SIZE asize xmath TOC_PTR "FILE_SIZE - 8" goto TOC_PTR get TOC_OFFSET long goto TOC_OFFSET get FILE_COUNT long for i = 0 < FILE_COUNT get OFFSET long get SIZE long get COMP_FLAG byte get NAME_LEN short getdstring NAME NAME_LEN get UNK long savepos TOC_ENTRY_POS if COMP_FLAG == 0 log NAME OFFSET SIZE else goto OFFSET get MAGIC long get UNCOMP_SIZE long get COMP_SIZE long savepos COMP_START clog NAME COMP_START COMP_SIZE UNCOMP_SIZE endif goto TOC_ENTRY_POS next i You can extract it with this script. I also tried audio, and like you said, it work with vgstream1 point
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If you'd like to take a look how to the textures appear on the extracted meshes, I got all of the .EGG graphics and textures extracted with a python script. https://mega.nz/file/cysFSAgR#L125m16qmAfco4As--xL8RH4-bBpfMm8gT0nVix-Q4E1 point
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Wrote a unpacker for JAM files with the magic key of JAM2 and FSTA, both are used for Codename Kids next door, JAM2 version is under DATAPSX2/UI directory, FSTA is under DATAPSX2/JAMFILES. If you have python installed you can just drop the .jam file onto the script and it will unpack. I have not made a repacker for it. Unpack 2.0.py1 point
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Im closing this topic since this is all spamm and not relevant to the case and move discussion to other place..1 point
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Yeah, but the problem is that the previous maybe positions I found had too many zero vectors. These ones look better - maybe the previous ones are the rotations? edit: yay, that seems to work (without rotations atm), save as cityman1.smd file: version 1 nodes 0 "jtroot" -1 1 "jtbody" 0 2 "jtwaist" 1 3 "jtchest" 2 4 "jtrshoulder" 3 5 "jtrarm" 4 6 "jtrelbow" 5 7 "jtrwrist" 6 8 "jtrpalm" 7 9 "jtlshoulder" 3 10 "jtlarm" 9 11 "jtlelbow" 10 12 "jtlwrist" 11 13 "jtlpalm" 12 14 "jtneck" 3 15 "jtmouth" 14 16 "jtlip" 15 17 "jtlleg" 1 18 "jtlknee" 17 19 "jtlankle" 18 20 "jtltoe" 19 21 "jtrleg" 1 22 "jtrknee" 21 23 "jtrankle" 22 24 "jtrtoe" 23 end skeleton time 0 0 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 1 0.000000 3.300000 0.000000 0.000000 -0.000000 0.000000 2 0.000000 0.402560 -0.178039 0.000000 -0.000000 0.000000 3 0.000000 0.580854 0.078039 0.000000 -0.000000 0.000000 4 -0.400000 0.521687 0.100000 0.000000 -0.000000 0.000000 5 -0.354819 -0.119668 0.000002 0.000000 -0.000000 0.000000 6 -0.059615 -0.945793 0.041228 0.000000 -0.000000 0.000000 7 0.000000 -0.731849 -0.031247 0.000000 -0.000000 0.000000 8 -0.040038 -0.391559 -0.009981 0.000000 -0.000000 0.000000 9 0.400000 0.521687 0.100000 0.000000 -0.000000 0.000000 10 0.354819 -0.119668 -0.000000 0.000000 -0.000000 0.000000 11 0.059615 -0.945796 0.041228 0.000000 -0.000000 0.000000 12 0.000000 -0.731846 -0.031247 0.000000 -0.000000 0.000000 13 0.044455 -0.391561 -0.009981 0.000000 -0.000000 0.000000 14 0.000000 1.055681 0.036543 0.000000 -0.000000 0.000000 15 0.000000 0.060915 -0.159504 0.000000 -0.000000 0.000000 16 0.000000 -0.004216 -0.124180 0.000000 -0.000000 0.000000 17 0.300000 -0.398914 -0.076741 0.000000 -0.000000 0.000000 18 0.000000 -1.214391 -0.019746 0.000000 -0.000000 0.000000 19 -0.000000 -1.312631 0.048992 0.000000 -0.000000 0.000000 20 -0.000000 -0.374064 -0.777951 0.000000 -0.000000 0.000000 21 -0.300000 -0.398914 -0.076741 0.000000 -0.000000 0.000000 22 0.000000 -1.214391 -0.019746 0.000000 -0.000000 0.000000 23 0.000000 -1.312631 0.048992 0.000000 -0.000000 0.000000 24 0.000000 -0.374064 -0.777951 0.000000 -0.000000 0.000000 end1 point
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I made a Noesis script to read all meshes from .RMD files but the meshes are in the center so we need the skeleton but I don't know how to do that, lol. I used the function "CreateTriList" from other PS2 script(made by leeao), it works fine. This function uses the last 4 bytes of vertices buffer as flag and pad: 12 bytes verts, 1 short flag, 1 short pad. Here is DBULL.RMD but like I said, we need the skeleton:1 point
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Hi, it was brought to my attention that the Beta xbox version has additional outfits that the PC version does not have. The models are in a different format, namely .xgg - Which is slightly similar to the pc version. The ps2 version is also in a different format .pgg - However I won't be looking at this at the moment. I created a script for the character models, it probably won't work for terrain or objects. At this stage I am not going to expand on it further or create a new thread as it is the same game. XGG_convert.py1 point
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Railway Empire 2 translation tools and description. Railway Empire 2 Tools.zip1 point
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Version 0.6
126 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 -
There is one more way in which a game can store fonts. If you have a font file and you are unable to extract it using a plugin, it is most likely based on texture rather than vectors. Font (otf/ttf) dump file (using m_CharacterRect than m_KerningValues and m_FontData like true TTF/OTF fonts) TTF font changed to texture:1 point
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I've tried the tools you linked (with the .exe you provided too+tried to build it myself afterwards), but I'm having an issue where I'm not getting any .name nor .skel files out of the extracted data, just .geom/.anim/.nlst, and the blender addon won't accept the .geom model alone. Did you do anything special to get those .name and .skel files? Thanks in advance!1 point
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Due to a user's request I upload the script of Mariusz Szkaradek here (because I didn't find the link any more). All kudos go to Mariusz. Important! For Windows 7 and higher it's required to copy the newGameLib folder into the blender 2.49b root directory. And no, it doesn't work with newer blender versions. Blender249[WatchDogs][PC][xbg][2014-10-25].zip1 point
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Haha, you are the one who is left alone. You don't seem to have noticed... edit: despite this dispute I've checked the newGameLib folder in my Blender directory. In the subfolder myLibraries are 9 py scripts (instead of 8 in the original folder) and 6 of them have greater sizes. Might be an issue. Hard to tell without knowing which scripts you have... edit2: old newGameLib works, too. joints are shorter:1 point
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