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I don't know if there are more models in that unpacked folder, you need to check that so examine each file there. Just remember that characters use shorts in vertices buffer, I think I saw other file with floats but maybe that file is not a character or maybe it is but with floats, I really don't know, lol. Here is the script if you want to test it: fmt_black_ps2_prototype_DB.py2 points
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The "repeated offsets" pointing to new blocks indicate that the main BIGFILE.CAT is acting as a master container that holds smaller, self-contained archives inside it. The Master Index: Points to large chunks of data (e.g., "Level 1 Data", "Level 2 Data"). The "New Block": When you go to that offset, you find a new header (signature 01 00 01 00). The Inner Index: This new header has its own list of files. Because this block is treated as a standalone file by the game engine once loaded, its offsets start at 0 (relative to the start of that block), not relative to the start of the whole disc. [ MASTER CAT (BIGFILE) ] |-- Header |-- Index Entry 1: Offset 1000 -> Points to "Level 1 Block" |-- Index Entry 2: Offset 5000 -> Points to "Level 2 Block" | |... [Data at Offset 1000] ... | +-> [ NESTED CAT (Level 1) ] |-- Header (starts at Master Offset 1000) |-- Index Entry A: Offset 10 (Absolute: 1010) |-- Index Entry B: Offset 50 (Absolute: 1050) |-- Data... Why did developers do this? (The Logic) This approach was necessary due to the hardware limitations of the PlayStation 1 (PS1): RAM Constraints: The PS1 has only 2MB of RAM. It cannot keep a massive table of thousands of file offsets in memory at all times. Modular Loading: The game loads the "Master Index" to find the location of the current level's data. It then streams that specific "Block" (Nested CAT) into memory. Relative Addressing: Once the "Block" is loaded into a specific memory address, the game engine reads the inner offsets. Since these offsets are relative to the start of the block (0), the engine can easily calculate memory pointers without needing to know where the block was originally located on the CD.2 points
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There is the tool PS2JunjouUnpacker-decompressor.zip2 points
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This is actually very helpful. Thank you. I seen the same repeating groups of ~10 unsigned 16-bit value and came to a similar conclusion. The constants like 0, 1632x (~0x3FCx), 21845 (0x5555), 39322 (0x999A), 43691 (0xAAAB), 52429 (0xCCCC), 56798 (0xDDDE), 63488 (0xF800) hex patterns are classic fixed-point / normalized values (fractions of 0xFFFF), which is exactly what you’d expect for compressed curves (rotations, maybe scales or tangents)... I am not 100% sure though. Your step back that you are seeing is because multiple tracks/bones are interleaved via small index tables or there’s a separate header that says “keyframe list starts at X for track Y. I have not figured it out. Also, I am only assuming. It is an educated guess. 2d72 1100 looks more smooth because it is probably for the static pieces. That is also a guess. I don't really know. I haven't found a clean stride/format yet from any area to the extent I was happy with any result. Thankfully your poking proves it isn't baked matrices. However, it might have "junk" data inside of it or switch between the two different formats on the fly which would have a call/read from the game engine the game was made with "elf statements/running". For the last two days I have been looking for a header or track and still haven't found one. I don't know what the meaning "definition" for each of the 10 values per entry (time? quat? s,t,r? tangents? flags?). Also haven't figured out how these numbers convert back to usable floats/matrices for a bone rig. You found the right haystack to be looking for the needle here and I thank you for this. The repeated 16-bit values like 0x3FCx, 0x5555, 0xAAAA, 0xF800, and the way they change over “time” gave light on this. That matches my expectation that GARO is storing proper animation curves rather than just baked matrices which most people would have assumed because of the static model additive animations. Sorry for repeating myself here. I have a client for this game that is CONSTANTLY having me repeat over and over some of this information and it started to turn into habit. Going back to the “step back” jumps you pointed out I believe show the timeline might be split into several blocks (per-bone or per-channel segments) instead of one clean linear stream, which is probably why tools that only understand standard RWANM fail on this game. I don’t have much experience with your viewer. The tools I use are far different and I have been doing a lot of direct hex poking along with using renderware tools, so I’m still trying to figure out the parameters you showcase here. When you mention 2d72 1100 in step 3, is that essentially a stride / FVF setup you’re using to visualize the data as a point cloud? That was my original assumption but now I am second guessing myself. Do you have any thoughts yet on how those 10-value records break down (e.g. time + rotation + something else), or on where the per-track headers might sit? You helped a lot with this and I am very thankful.1 point
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the lvl file is essentially like a zip/container file containing a bunch of .rbm/.rba (CAFF) files and the .rbm/.rba files are basically containers with the data for any given asset, eg models will include a model(header), scenegraph, textures and may additional things like hits/animation data packed inside too if its relevant to the model and/or not shared between a bunch of other models in which case they are usually packed inside the zpackage rbm files.1 point
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Hmm, you know there's some hero here who got the trick for PS2? I couldn't get over myself to make use of his dll but it's my firm decision to tackle this and I'll tell the result as soon as I get it working for me. (If it works there's several dozens of PS2 projects I'd need to correct and I fear the amount of work, somehow.) (It's my bet that it has to do with changing the face winding and I'd like to find it out by myself instead of using other people's dll.)1 point
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Sounds complicated. Anyways, in gar.rws.dec_be_-15_anim_77.rwanm I found parts which might be animation curves. But the timeline looks somehow cut in pieces. Not talking about gaps (which might be filled by interpolated frames, as you may know), it's these steps "back in time," haha. address 0x10c8: 4392 0 48060 16315 0 0 61541 30111 24841 63488 62256 4416 0 48060 16315 32768 0 21047 30717 23725 63488 62256 4440 0 0 16320 53301 30676 22558 24629 63330 63488 63488 step back? 4152 0 26214 16358 0 0 24224 30693 29960 63488 62256 4176 0 0 16320 52246 24488 61447 30130 30720 63488 62256 4464 0 0 16320 29178 29826 41088 49358 58949 63488 62256 one single interruption? 2616 0 0 16320 19549 62621 53216 29139 26173 63488 62256 4512 0 0 16320 57603 60936 21535 30255 58578 63488 62256 4536 0 0 16320 0 0 61231 30230 24841 63488 62256 4560 0 0 16320 57771 18609 21233 30669 23725 63488 62256 4584 0 0 16320 54112 29811 54832 29180 26173 63488 62256 4608 0 0 16320 25814 28071 57693 30186 58578 63488 62256 4632 0 0 16320 0 0 61565 30096 24841 63488 62256 4656 0 0 16320 52935 22002 20388 30710 23725 63488 62256 4680 0 17476 16324 28679 28658 61447 61426 63420 30697 62911 one single int/ step back 3024 0 17476 16324 44238 15564 43253 30720 57885 63488 62256 address 0x1228: 4248 0 17476 16324 29178 29826 11892 49786 58949 63488 62256 4776 0 17476 16324 20137 62612 53593 29149 26173 63488 62256 4800 0 17476 16324 57236 61086 21117 30230 58578 63488 62256 4824 0 17476 16324 0 0 61456 30162 24841 63488 62256 4848 0 17476 16324 62036 28766 59130 28692 23725 63488 62256 4872 0 17476 16324 54297 29800 55031 29192 26173 63488 62256 4896 0 17476 16324 26484 27725 58682 30174 58578 63488 62256 4920 0 17476 16324 0 0 61606 30070 24841 63488 62256 4944 0 17476 16324 55822 24945 19244 30661 23725 63488 62256 4968 0 34953 16328 53047 30677 22461 24619 63330 63488 63488 step back 4704 0 17476 16324 52133 24362 61452 30130 30720 63488 62256 4752 0 52429 16332 28686 28644 61454 61412 63418 30697 62906 4992 0 21845 16341 10682 15408 39411 30720 57885 63488 62256 5016 0 39322 16345 29178 29826 43782 50136 58949 63488 62256 5040 0 34953 16328 20579 62599 53912 29163 26173 63488 62256 5064 0 34953 16328 56688 61223 20816 30203 58578 63488 62256 address 0x1388: 5088 0 34953 16328 0 0 61592 30079 24841 63488 62256 5112 0 34953 16328 62115 28717 61186 26846 23725 63488 62256 5136 0 34953 16328 54424 29790 55156 29204 26173 63488 62256 5160 0 34953 16328 27053 27110 59618 30138 58578 63488 62256 5184 0 34953 16328 0 0 61665 30032 24841 63488 62256 5208 0 34953 16328 57532 26626 19092 30549 23725 63488 62256 5232 0 34953 16328 52021 24237 61456 30129 30720 63488 62256 5280 0 52429 16332 53754 30675 55574 57291 63330 63488 60606 one single step back 4488 0 52429 16332 20774 62580 54116 29185 26173 63488 62256 5376 0 52429 16332 56853 61202 20694 30206 58578 63488 62256 5400 0 52429 16332 0 0 61788 29946 24841 63488 62256 5424 0 52429 16332 62044 28380 61696 26151 23725 63488 62256 5448 0 52429 16332 54547 29777 55268 29218 26173 63488 62256 5472 0 52429 16332 27445 26230 60149 30073 58578 63488 62256 5496 0 52429 16332 0 0 61728 29989 24841 63488 62256 5520 0 52429 16332 58316 27162 19461 30435 23725 63488 62256 address 0x14e8: 5544 0 39322 16345 52592 30677 22509 24635 63330 63488 63488 5256 0 21845 16341 52111 24340 61455 30128 30720 63488 62256 5568 0 0 16384 28686 28644 61454 61412 63326 30697 62825 5304 0 43691 16362 30693 57026 15938 9533 26173 63488 62256 strange 576 0 4369 16337 20851 62555 54153 29215 26173 63488 62256 5616 0 4369 16337 57604 60892 21068 30267 58578 63488 62256 5640 0 4369 16337 0 0 62039 29750 24841 63488 62256 5664 0 4369 16337 62168 28395 61422 26828 23725 63488 62256 5688 0 4369 16337 54672 29762 55334 29235 26173 63488 62256 5712 0 4369 16337 27496 25516 60464 30038 58578 63488 62256 5736 0 4369 16337 0 0 61802 29936 24841 63488 62256 5760 0 4369 16337 58935 27260 19496 30384 23725 63488 62256 5784 0 43691 16362 53606 30676 55498 57321 63330 63488 60606 5592 0 21845 16341 20844 62524 54074 29253 26173 63488 62256 5904 0 21845 16341 58154 60378 22229 30354 58578 63488 62256 5928 0 21845 16341 0 0 62292 29517 24841 63488 62256 address 0x1648: 5952 0 21845 16341 62256 28360 60963 27198 23725 63488 62256 5976 0 21845 16341 54773 29744 55367 29255 26173 63488 62256 6000 0 21845 16341 27366 25291 60654 30032 58578 63488 62256 6024 0 21845 16341 0 0 61886 29873 24841 63488 62256 6048 0 21845 16341 59449 27129 19091 30370 23725 63488 62256 6072 0 43691 16362 0 0 24688 30684 29960 63488 62256 step back 4224 0 21845 16341 19132 57034 61493 30107 30720 63488 62256 step back 3264 0 39322 16345 14059 16222 10554 30720 57885 63488 62256 5328 0 39322 16345 20817 62489 53965 29295 26173 63488 62256 6120 0 39322 16345 58505 59791 23174 30435 58578 63488 62256 6144 0 39322 16345 0 0 62518 29271 24841 63488 62256 6168 0 39322 16345 62322 28254 60582 27535 23725 63488 62256 6192 0 39322 16345 54856 29727 55388 29274 26173 63488 62256 6216 0 39322 16345 27173 25274 60786 30038 58578 63488 62256 6240 0 39322 16345 0 0 61964 29812 24841 63488 62256 6264 0 39322 16345 59711 26929 17414 30364 23725 63488 62256 address 0x17a8: 6288 0 39322 16345 52220 24462 61451 30128 30720 63488 62256 and so on 5832 0 43691 16362 19209 57095 61486 30110 30720 63488 62256 6336 0 56798 16349 15191 16672 12805 30720 57885 63488 62256 6360 0 56798 16349 29178 29826 46966 49975 58949 63488 62256 5352 0 56798 16349 20837 62449 53905 29341 26173 63488 62256 6384 0 56798 16349 58615 59023 23685 30505 58578 63488 62256 6408 0 56798 16349 0 0 62719 29013 24841 63488 62256 6432 0 56798 16349 62391 28041 60163 27919 23725 63488 62256 6456 0 56798 16349 54925 29711 55403 29292 26173 63488 62256 6480 0 56798 16349 27014 25159 60900 30044 58578 63488 62256 6504 0 56798 16349 0 0 62028 29759 24841 63488 62256 6528 0 56798 16349 59959 26765 47430 30348 23725 63488 62256 6552 0 43691 16362 52854 30676 22596 24625 63330 63488 63488 edit: using 2d72 1100 in step 3 will give some more obvious animation curves, imho edit 2: press 'mesh' to get the visualization. (toggle 'PtCld' to 'noPtC' and press 'table' to get the timeline list)1 point
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Hi i was wondering if there is a way to open the .arc files for The Sims on the original Xbox I'm curious to see if the archived files are in .IFF format i tried using The Sims 2 .arc QuickBMS script but to no avail EDIT: Found a script that work ironically it was a Hulk .arc script. Thank You ikskoks1 point
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Ok, thanks. You rule that format (besides the anims). I'll check the files tomorrow. (If I can't help maybe someone else can, with all the files provided.) Good night. edt: well, being more the "simple analyzer" I focussed on the skeleton (21 bones?) in the dff file and the gar.rws.dec_be_-15_anim_27.rwanm: I think the 5th column here could be the frame time in msec with translation and rotation values to follow: address 0x1b6: 30486 29945 63488 29628 58856 65209 0 0 51393 54393 57171 30685 30720 63488 29628 58856 65209 0 0 32768 32768 59982 30502 59743 63488 29628 58856 65209 34953 15752 0 0 0 30720 63488 63488 29628 0 0 34953 15624 61841 59913 29289 27424 63488 30459 59522 24 0 34953 15624 22619 21982 18934 30704 58259 63488 29628 48 0 34953 15624 30430 60362 20288 17433 25922 63488 29628 72 0 34953 15624 30136 28721 52832 21347 59344 63488 29628 96 0 34953 15624 48489 62528 16374 29259 25922 63488 29628 120 0 34953 15624 60085 59294 26987 30152 58965 63488 29628 144 0 34953 15624 0 0 62248 29560 24551 63488 29628 168 0 34953 15624 15843 53973 27979 30346 23143 63488 29628 192 0 34953 15624 53430 29725 53792 29292 25922 63488 29628 216 0 34953 15624 26788 24635 22352 30525 58965 63488 29628 240 0 34953 15624 0 0 61788 29946 24551 63488 29628 264 0 34953 15752 22777 25316 22954 30638 23143 63488 29628 288 0 34953 15624 61008 30170 26220 address 0x316: 13303 63488 63488 28399 312 0 34953 15624 0 0 27758 30398 29945 63488 29628 336 0 34953 15624 7522 11482 59715 30545 30720 63488 29628 360 0 34953 15752 32768 32768 59982 30502 59743 63488 29628 384 0 34953 15624 61466 29974 59213 57464 63488 63488 30720 408 0 34953 15624 0 0 28454 30232 29945 63488 29628 432 0 34953 15624 51986 54325 58411 30640 30720 63488 29628 456 0 34953 15752 32768 32768 59982 30502 59743 63488 29628 480 0 34953 15752 59840 61645 28387 29176 63488 30184 63488 528 0 34953 15752 21331 23096 25805 30620 58259 63488 29628 552 0 34953 15752 30629 58637 21582 16964 25922 63488 29628 576 0 34953 15752 30156 28689 53876 51939 59344 63488 29628 600 0 34953 15752 47599 62461 15165 29336 25922 63488 29628 624 0 34953 15752 59092 59464 28203 30010 58965 63488 29628 648 0 34953 15752 0 0 62825 28859 24551 63488 29628 672 0 34953 15752 52057 53845 27997 30341 23143 63488 29628 696 0 34953 15752 55057 29609 55317 address 0x476: 29406 25922 63488 29628 720 0 34953 15752 56171 26016 20052 30608 58965 63488 29628 744 0 34953 15752 0 0 61930 29839 24551 63488 29628 768 0 34953 15752 29497 62179 58598 22637 63488 63488 28399 816 0 34953 15752 0 0 28323 30266 29945 63488 29628 840 0 34953 15752 7817 11470 59999 30499 30720 63488 29628 864 0 34953 15752 29655 61689 27187 25651 63488 63488 30720 912 0 34953 15752 0 0 29009 29954 29945 63488 29628 936 0 34953 15752 52130 54326 59350 30587 30720 63488 29628 960 0 29287 16404 44589 16658 52439 //49164 29287 16404 44589 16658 9 16448 21 0 1 2 I checked 40 blocks with a size of 22 bytes but none of the point clouds resembled an animation curve (although you can get some points in a line sometimes).1 point
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I am uploading all animations for the character gar here. I should have done that in the previous post but it slipped my mind. So now you have a complete set of animations for one character. gar.rws.dec_be_-15_extracted.rar1 point
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The armature is with the model. When you import the DFF using DragonFF in blender it will have the armature with it. The bones are very small. You can use the side menu GUI to better find the bones. Models and Skeletons are 100% workable. It is the custom renderware animation format that is the problem here. In the files I uploaded in the topic post, there should be two rwanm files. Those are some of the animations. If you have the game I can give you one of my scripts that will extract everything for you so you can go through all the files for testing. I tried figuring this out through the elf file. Let me know if you want my script so you can poke at all the animations in the game. There are two different sets of animations per character even if they don't have a weapon. The animations specific for weapons would be much easier to look at since they are smaller. There are mot files that give some additional information but for the most part they are irrelevant. Mot files for this game is more of a listing of animations and positioning for static model pieces. Not the main animations. I am uploading the mot file so you can see it is mostly just for static pieces. The txt file for the character abbreviated with gar that states all the files for him and the gmobj data base text for it as well. I used a renderware tool "forgot the name of it" that allows me to look at how the files are structured. Sending you a section_tree.txt that was made by that program. I was offered a job to make a modding tool for this game that would include editing animations..... As it stands, I don't believe I will be able to finish it. Will just make everything I have for this game public if that happens. Adding two scripts as well. The gar_rws_test.py script does a simple test on the files for the correct compression to decompress the files so you can get everything basically. The garou_rws_extractor is a slightly upgraded version that needs work and is for extracting the models/animations. On aluigi's website there is a bms script called ougon_kishi_garo. That would be your first step to getting all the files out. Then you will have to use the scripts I posted here. The unfinished one will have errors. The test one will work better. gar_mot.rar gar_files_txt.rar gmobj_DB_Files_txt.rar Section_Tree_txt.rar gar_rws_test.py Garou_RWS_extractor.py1 point
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if there are any unreleased models they should be pretty easy to find, afaik most(probably all?) of the package files have the same checksums as the retail game (dvddata\aid\zpackage) - i cant say ive tested every single one but of the ones i have that has been the case. there are some other assets that are in the file system but i dont know if any are different, eg dvddata\aid\bfdmodel\characters\SinglePlayerVehicles\MachineGunTurret is actually the model shown in my original post, theyre not compressed so you can easily use a texture viewer to see if anything looks interesting (almost all textures are DXT1/DXT5) sometimes theyre just the same model as the original but with a larger texture, eg 512x512 instead of 128x128, the demo version of conker is an example of this as well, his texture on the demo is higher res than the retail game. if anything most of the "easter eggs" are probably buried in the original/actual game and just go un noticed, for example in one of my chats with Uber Winfrey he pointed out Berrys dresser has this ontop of it: or the gargoyle statues: safe to say the rareware guys had an interesting sense of humor. ------------------------------------------ as for any tool, the closest thing to it would be Uber Winfrey's blender script. Most of my work has just been around documenting the structs/data, and while extracting some of the raw data is easy enough there is still a ton of stuff that needs to be figured out like for example Animation data is still WIP and would probably need to translate the shaders for the model to look right eg Fur, Cloth, Shine etc since it uses old VSH/PSH shaders instead of HLSL, they're pre compiled so they need to be decompiled from binary data, figuring out the shader params and what/how they're used for etc. these aren't unsolvable problems but its definitely outside of my skillset which means even if i find time for it its going to be slow.1 point
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there is a lot of overlap, in fact the Kameo alpha uses the exact same CAFF version as the Conker Demo. the lvl files are just an archive/container of sorts while the assets themselves are packaged inside individual "CAFF" containers. for example: the file struct is fairly basic for the LVL container itself(for imhex): struct LVL_ENTRY { u32 unk_00; u32* address : u32; }; struct LVL_FILE_TABLE { u32 count; LVL_ENTRY array[count]; }; LVL_FILE_TABLE table @ 0x00; they're similar in a sense that Conker stores the assets inside a "ZPackage" CAFF container instead of using an external container(.LVL) to store the individual CAFF assets. unlike the earlier games like GBTG kameo also stores a lot of data inside pushbuffer commands including things like the triangles/shaders/shaderparams. but as far as models go theyre very similar (as thats what i've spent the most time on) not sure about the other assets tho.1 point
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When debugging function 0010D850, I found these filenames in the t0 register (after the decryption result; it also loads the filenames of files with the .JRS header into memory): LOGO.JRS MAINSCRIPT.JRS SCENARIO.JRS SCENARIO00_ROMA.JRS SCENARIO00_ROMA_TGS.JRS SCENARIO00_ROMA_TRIAL.JRS SCENARIO01_EGOI.JRS SCENARIO01_EGOI_TGS.JRS RES/SCRIPT RES/SCRIPT/SC RES/SCRIPT/SC/00_ROMA RES/SCRIPT/SC/01_EGOI RES/SCRIPT/SC/02_TERO RES/SCRIPT/SC/10_KAISOU SCRIPT.SVL etc... The flow is: SCRIPT.PTD (disk) → [AT GAME STARTUP] → Decompress YKLZ → Decrypt .JRS → Load into PS2 memory --- Knowing this, I set a read/write/change breakpoint in the PS2 debugger after the initial file-loading process in RAM. In this case, I set it at 0056AC20 (which corresponds to `SCENARIO00_ROMA.JRS`), and as expected, this is the first dialogue shown in the Romantica route. 0011A010 (game_load_resource) ↓ 0010DED0 (file_system_wrapper) ↓ 0010DB58 (process_filename) → Converts "SCENARIO00_ROMA.JRS" to something ↓ 0010DC48 (binary_search) → Searches table using 0018E4FC (optimized strcmp) ↓ 0010DD98 (get_file_info) → Returns data_ptr (already in memory?) ↓ RETURNS to 0011A010 ↓ ...... 00106800 (PROCESS .JRS?) → UNKNOWN ↓ 001068D0 (FINISHES?) → Another unknown --- FUNCTIONS 0010DC48 – Binary Search - Searches for files in a master table sorted alphabetically (only to verify file calls are correct) 0010DD98– Get File Info - Returns data_ptr (already in memory), size, and flags 0010DED0 – File System Wrapper - Orchestrates the search and retrieval process 0011A010 – Game Resource Loader - Manages memory pool - Calls the entire system --- The only thing left to do is trace the flow and see what gets called after the .JRS file is loaded (which is obviously to process and render the text). With the information on how the game processes and displays text, we can process the previously extracted files from script.ptd to view the Japanese dialogues. I need to rest my brain… haha1 point
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animewwise just closes instantly if you try it on there. Regular wwise works https://github.com/mortalis13/Wwise-Unpacker BeyondToolsMod-net9.zip1 point
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Yeah if you are fan of defining almost 800 resource types then go for it. I have faith in you...1 point
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Version 1.1
551 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.1 point -
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if you've already got the pck files from beyondtools. Try dragging the pck files from the main folder to this python script. Though this only partially extracts the language voicelines but it does extract almost all the music and sound effect files pck_decrypt.py1 point
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1. FILE STRUCTURE (script.ptd) | Offset | Size | Content | |--------|------|---------| | `0x00` | 32 bytes | **Header** with signature "PETA" (50 45 54 41) | | `0x20` | 256 bytes | **SBOX** (Substitution Box for decryption) | | `0x120` | 1,728,224 bytes | **Encrypted data** | 2. DECRYPTION & DECOMPRESSION PROCESS script.ptd → Decryption → YKLZ/LZSS → Binary Script 249 YKLZ/LZSS compressed sections found in decrypted data YKLZ/LZSS decompression works correctly 3. DECOMPRESSED SCRIPT ANALYSIS Header identified: `純ロマ = "JUNROMAN" Current issue:Shift-JIS Japanese text not found - appears encrypted even after decompression Example decompressed output: 純ロマ####@###シg##@###ト###4.##X)##イ*##4... 4. SUSPECTED SCRIPT STRUCTURE?? [Shift-JIS Text] [Padding "####"] [Command "@" + 3 params] [More Text]... Parsing logic??? 1. Parser detects `@` (0x40) → Command indicator? 2. Reads next 3 bytes → Command parameters? 3. Processes Shift-JIS text (1-2 byte characters)? 4. Skips padding `#` (0x23) → Alignment bytes 5. GAME EXECUTION FLOW (pcsx2 debugger) fcn.0010e048 (Interpreter) ↓ fcn.0010ded0 (Parser) ↓ fcn.00119fc0 / fcn.0011a0ec (Handles dialogues?) ↓ fcn.00106800 (Context configuration) ↓ fcn.001068d0 (Text rendering) ↓ fcn.0016e400 / fcn.0016e4a8 (Unknown final processing) 6. CURRENT PROBLEM The text appears garbled/encrypted even after YKLZ decompression....... Additional encryption layer** after LZSS decompression??1 point
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Today I am gonna show you, how to reverse eningeer any Binary 3D Models, turns out this is not that hard and actually one of the cooolest things in reverse enigneering! (Uncompressed and un-encrypted models obviously). +====TUTORIAL SECTION=====+ INTRODUCTION But how do all those models store their 3D Data? Well, the answer is simple, there is no magic here, All 3D Models are just made up of *Vertecies*, *Faces*, *Vertex UV Coordinates* and *Vertex Normal Coordinates* They are definatelly *must* somewhere there in your file (this place is called buffer) and there is absolutelly no extra magic in here. This is how the Vertecies look like: v 1.0 4.0 3.0 <= X, Y, Z matrix coordinates (usually from 0.01 to 1000) v 2.0 3.0 4.0 <= Point values so are usually floats v 6.0 2.0 3.0 <= Usually stable, values don't varry to much in max and min values This is how faces looks like: f 1 2 3 <= Takes all those previous vertecies and makes a triangle out of them This is how UV Vertex coords look lke: vt 0.2 0.3 <= 2D coordinate of the first vertex (usually from 0.1 to 1.0) vt 0.5 0.2 <= Point values so are usually floats vt 0.3 0.1 <= Usually stable, values don't warry to much in max and min values This is how Vertex normals look like: [not so important actually] vn 0.745 0.845 0.360 <= X, Y, Z matriz coordinates (usually from 0.01 to 1) vn 0.320 0.625 0.270 <= Point values so are usually floats, so "v2 x, y, z" vn 0.430 0.320 0.390 <= Usually stable, values don't warry much in max and min values The result is a simple triangle that has it's own UV Map too. This is how the simplest 3D Model format OBJ stores their 3D Model data, hovewer we can say that all of the binary models store their 3D Data in OBJ file format there is just one more thing to it. Binary formats have only two ways of storing their 3D Data (Aside faces) in a Separate way and Structured way, here is how it looks like: Separate way: vertex_buffer = [ v1 1.0 4.0 3.0 <= X, Y, Z matrix coordinates (usually from 0.01 to 1000) v2 2.0 3.0 4.0 <= Point values so are usually floats, so "v2 x, y, x" v3 6.0 2.0 3.0 <= Usually stable, values don't varry to much in max and min values ... ] face_buffer = [ f1 1 2 3 <= Takes all those previous vertecies and makes triangle out of them, so "f1 v1, v2, v3" ... ] uv_coords_buffer = [ vt1 0.2 0.3 <= 2D coordinate of the first vertex (usually from 0.1 to 1.0) vt2 0.5 0.2 <= Point values so are usually floats, so "vt2 u, v" vt3 0.3 0.1 <= Usually stable, values don't warry to nuch in max and min values ... ] vertex_normals_buffer = { vn1 0.745 0.845 0.360 <= X, Y, X matrix coordinates (usually from 0.01 to 1) vn2 0.320 0.625 0.270 <= Point values so are usually floats, so "v2, x, y, z" vn3 0.450 0.310 0.390 <= Usually stable, values don't warry much in max and min values ... } Structured way: buffer = [ {v1 1.0 4.0 3.0, vt1 0.2 0.3, vn1 0.745 0.845 0.360} {v2 2.0 3.0 4.0, vt2 0.5 0.2, vn2 0.320 0.625 0.270} {v3 6.0 2.0 3.0, vt3 0.3 0.1, vn3 0.450 0.310 0.390} ... ] BINARY DATA The data in each file can be viewed as binary no matter if it was readable or unreadable or even empty before, viewing it in binary will spoil immediatelly everything. And while binary files are all the same, the way we read it changes drastically everything! To view your binary file yiou must dump HEX from it or load it into HEX Viewer: Example file: Addres: HEX Bytes: ASCII: 0012BFC0 48 53 68 61 70 65 5F 31 37 00 00 00 00 00 01 00 HShape_17....... <= First line contains ASCII strings 0012BFD0 00 00 0A 00 00 00 22 00 00 10 00 00 00 00 0C 00 ......"......... <= Second line does not contain ASCII strings 0012BFE0 00 00 61 32 76 2E 6F 62 6A 43 6F 6F 72 64 01 00 ..a2v.objCoord.. <= Third line contains ASCII strings 0012BFF0 00 00 FF FF FF FF 02 00 00 00 47 04 00 00 82 56 ..........G....V <= Fourth line contains interesting "00 00 FF FF FF FF" buffer mark 0012C000 F9 40 39 94 59 43 76 26 13 41 BB 61 FB 40 5A A4 [email protected]&.A.a.@Z. <= Fifth line starts containg the actual float Vertex coordinates! But looks random in ASCII strings! 0012C010 5B 43 95 B7 00 41 8F 70 CB 40 C1 4A 5B 43 31 08 [[email protected][C1. <= Sixth line contains actual float Vertex coordinates! But looks random in ASCII strings! 0012C020 12 41 8A 8E C9 40 E7 5B 59 43 E8 82 1D 41 90 A0 .A...@.[YC...A.. <= Seventh line contains actual flaot Vertex coordinates! But looks still random in ASCII strings! 0012C030 62 40 21 90 58 43 05 DD 1C 41 BC B3 78 40 D7 63 b@[email protected] <= Eight line contains actual float Vertex coordinates! But looks again random in ASCII strings! But what are those floats, shorts and ASCII? The Bits are the smallest units of computer data they are either 0 or 1 and comma. The Bytes hgovewer is a combined 8 Bits that can actually start representing some data. Those are Bits ranging from 0 to 255, where 0 is also precieved as an important value (So 256 combinations), (I represented them in HEX, 0-F values, so a 256 combinations) Here is one Byte for example: 10110111 (32 16 8 4 2 1 = 256 bits as sum), combining Bytes together we can make multiple data types. This are all of the data types: Byte/Char => 1 Byte, unsigned/signed (8 Bits) |Example: 48 <= H | ASCII Word/Short => 2 bytes, unsigned/signed (16 Bits) |Example: 48 53 <= HS | ASCII Dword/Int => 4 bytes, unsigned/signed (32 Bits) |Example: 48 53 68 61 <= HShap | ASCII ULONG32/Long => 4 Byte, unsigned/signed (32 Bits) |Example: 48 53 68 61 <= HShap | ASCII ULONG64/Long Long => 8 Byte, unsigned/signed (64 Bits) |Example: 48 53 68 61 70 65 5F 31 <= HShape_17 | ASCII float => 4 bytes, for represnting floating point values (32 Bits) |Example: 48 53 68 61 <= HShap | ASCII double => 8 bytes, for representing more precise floating point values (64 Bits) |Example: 48 53 68 61 70 65 5F 31 <= HShape_17 | ASCII String/Char => A Sequence/Array of Characters terminated by the nulll character |Example: 48 53 68 61 70 65 5F 31 <= HShape_17 | ASCII Big-Endin vs Little-Endian: Reading in Big-Endian for example a float byte will read it normally, left-to-right 48 53 68 61 "HShap", where's Little-endin reads byte in reverse order, right-to-left 61 68 53 48 "paSH". Big-Endians were mainly used in PS3, Xbox360 and Wii platforms where Little-Endians are mainly in Windows, PS4, Xbox One, Nintendo Switch. TRYING TO REVERSE THE BINARY 3D FORMAT But how do we actually apply this info into reverse engineering the binary 3D file format structure and even converting it into an OBJ Model. Assuming that you have the actual decompressed/uncompressed and decrypted/unencrypted binary 3D model file, you can actually visualize the 3D Data geometry while analyzing the HEX from it in realtime! ModelResearcherUltimate is the program that will enable this opportunities. First of, Level 1: Start with vertecies count 500, type: float, carefully try different offsets while printing the values and render it too, until you see a countinous very stable output without insanelly big or small values. (from 0.001 to 1000). If nothing works try with different Endianess, then try a different type (unlikely). If the mesh appears but random vertecies appear too that means that the Data structure is sctructured and you need to try different Padding or even Pad inters sometimes. Second of, Level 2: Start with vertex UV coordinates count [exactly how many vertecies], type: float, carefully try different offsets while printing the values and rendering it too, until you see a countinous stable output without insanelyy big or small values (from 0.0001 to 1.) If nothing works try different type, since you already know the Endianes and Structure. Third of, Level 3: Start with faces, they are actually very carefully linked with vertecies, so the errors will constantly appear, carefully try different offsets while printing the values, don't render it, it will often just throw the errors. You will need see the full values without floating points that are very stable in output without big and small values, if nothing works try different type or even the format. Fourth of, Level 4: [To be honest I didn't know what to write here, normals are pretty useless though, you can just flip them and calculate, very easily in programs like Blender in just a few clicks, so it's not worth your brainstorming!] Practical steps: Here is how BAD Data will look like: [random, disoriented pattern, extreamly low and extreamly big values occur] v -0.0000 -0.0000 -184538016.0000 v -0.0000 15.7924 -158665664.0000 v -0.0000 90990377942005974930976407552.0000 -17551224.0000 v -0.0000 -3386287.2500 -115467744.0000 v -0.0000 15397417210601645679040601784320.0000 -22963316.0000 v -0.0000 15397417210601645679040601784320.0000 -22963316.0000 vt 0.0000 1785889664.0000 vt 0.0000 140283808776479363868647227392.0000 vt 0.0000 10997215558668704718782464.0000 vt 0.0000 -516472.2188 vt 0.0000 -0.0000 vt 0.0000 0.0000 f 57856 10240 3073 f 3073 64769 57856 f 31744 64768 3072 f 57857 64768 58112 f 57856 58112 58368 f 58112 59136 58368 Here is how GOOD data looks like: [strong countinous repating pattern, values are pretty much very similiar] v -0.0733 0.0012 1.6030 v -0.0735 -0.0118 1.6023 v -0.0776 -0.0146 1.5900 v -0.0718 -0.0247 1.6005 v -0.0784 0.0009 1.5913 v -0.0784 0.0009 1.5913 vt 0.0008 0.6221 vt 0.0316 0.6229 vt 0.0344 0.6543 vt 0.0628 0.6246 vt 0.0008 0.6539 vt 0.9978 0.6533 f 226 296 268 f 268 253 226 f 124 253 268 f 226 253 227 f 226 227 228 f 227 231 228 Changing Offfset (oftenly) or Endianess or Type will instanly give the different results including BAd data drastically turning into a GOOD data so keep that in mind and play with those offsets. There is just one small but very important step left, most of the time those binary files leave also values like Vertex count (UV Coords and Vertex Normals count is the same as Vertex always), Face count, buffer mark and even Vertex stride! (Vertex Stride = Vertex Padding + 12, UV Coords stride = UV Coords stride + 8). They are essentially at the begginning of the mesh buffer and are pretty easy to find and are always placed in the same way hovewer, this time I personally recommend finding them using the dedicated HEX viewer, my recommendadions are IM Hex, truly the open-sourse king in terms of ease of use.1 point
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*.abc is font map. Maybe you can add some characters in it. Now for the texture. Original is 32 bit rgba, yours is DXT5 which is not exact as org. Also i noticed you didn't change alpha channel of the char which is crucial for correct display.1 point
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=== 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_jo1 point
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D:\88>py fgo_arcade_mot_parser.py --mot CHARA_POSE_SVT_0088_S01.mot --skl SVT_0088_S02.skl --bone arm_r --frames 100 0 0.000007 0.402854 0.002541 0.915261 1 0.000120 0.975284 0.052175 -0.214706 2 0.069035 0.000000 0.000000 -0.997614 3 0.000000 -0.276927 -0.000008 -0.960891 4 0.000000 -0.736034 -0.000022 -0.676945 5 0.000000 0.738174 0.000023 0.674610 6 0.000000 0.848413 0.000028 0.529335 7 0.000000 0.998036 0.000034 0.062648 8 0.000000 0.955551 0.000035 0.294825 9 0.000000 0.787267 0.000030 0.616612 10 0.000000 0.853046 0.000034 0.521836 11 0.000000 0.978375 0.000040 0.206837 12 0.000000 0.950974 0.000040 -0.309270 13 0.000000 0.988709 0.000043 -0.149846 14 0.000000 0.955742 0.000043 0.294205 15 0.000000 0.335155 0.000015 0.942163 16 0.000000 0.042013 0.000002 0.999117 17 0.000000 0.055729 0.000004 0.998446 18 0.000000 0.600873 0.000037 0.799344 19 0.000000 0.431736 0.000025 0.902000 20 0.000000 -0.474964 -0.000031 0.880005 21 0.000000 0.005943 0.000002 0.999982 22 0.000000 0.472832 0.000034 0.881153 23 0.000000 0.562161 0.000044 0.827028 24 0.000000 0.544627 0.000045 0.838678 25 0.000000 0.498805 0.000045 0.866714 26 0.000000 0.663745 0.000065 0.747959 27 0.000000 0.598301 0.000061 0.801271 28 0.000000 0.237227 0.000025 0.971454 29 0.000000 -0.314591 -0.000039 0.949227 30 0.000000 -0.813891 -0.000100 0.581017 31 0.000000 -0.989480 -0.000131 -0.144672 32 0.000000 -0.995146 -0.000143 -0.098406 33 0.000000 -0.920574 -0.000144 0.390568 34 0.000000 -0.220975 -0.000032 0.975279 35 0.000000 0.662326 0.000116 0.749216 36 0.000000 0.995018 0.000179 -0.099691 37 0.000000 0.960525 0.000182 0.278192 38 0.000000 0.592240 0.000118 0.805762 39 0.000000 -0.021210 -0.000011 0.999775 40 0.000000 -0.047665 -0.000008 0.998863 41 0.000000 0.314114 0.000081 0.949385 42 0.000000 0.421506 0.000118 0.906826 43 0.000000 0.740391 0.000225 0.672176 44 0.000000 0.996086 0.000322 -0.088392 45 0.000000 0.610455 0.000199 -0.792051 46 0.000000 -0.147819 -0.000063 -0.989014 47 0.000000 -0.758611 -0.000329 -0.651544 48 0.000000 -0.633201 -0.000271 -0.773987 49 0.000000 0.144974 0.000071 -0.989435 50 0.327163 0.016943 0.000008 -0.944816 51 0.000075 0.714520 0.031271 -0.698916 52 0.000000 0.231376 0.000223 0.972864 53 0.000000 0.589910 0.000409 0.807469 54 0.000000 0.814108 0.000585 0.580713 55 0.000000 0.510365 0.000383 0.859958 56 0.000000 0.119739 0.000083 0.992805 57 0.000000 -0.291270 -0.000258 0.956641 58 0.000000 -0.409780 -0.000399 0.912184 59 0.000000 -0.622229 -0.000662 0.782835 60 -0.000002 -0.941428 -0.001064 0.337213 61 -0.000002 -0.966760 -0.001144 0.255684 62 -0.000002 -0.940971 -0.001175 0.338484 63 -0.000002 -0.957375 -0.001293 0.288845 64 -0.000003 -0.922744 -0.001354 0.385411 65 -0.000003 -0.793428 -0.001291 0.608662 66 -0.000004 -0.998795 -0.001788 -0.049037 67 -0.000003 -0.836432 -0.001628 -0.548068 68 -0.000004 -0.931258 -0.001932 -0.364356 69 -0.000005 -0.993580 -0.002216 -0.113106 70 -0.000005 -0.983486 -0.002361 0.180970 71 -0.000005 -0.812511 -0.002115 0.582941 72 -0.000005 -0.710143 -0.002080 0.704054 73 -0.000006 -0.820454 -0.002625 0.571706 74 -0.000008 -0.999984 -0.003401 0.004570 75 -0.000007 -0.792709 -0.002817 -0.609593 76 -0.000002 -0.308776 -0.001126 -0.951134 77 0.000004 0.259678 0.001201 -0.965695 78 0.000009 0.733887 0.003312 -0.679263 79 0.000013 0.975185 0.004912 -0.221336 80 0.000014 0.997418 0.005142 0.071628 81 0.000013 0.998641 0.004884 0.051882 82 0.000012 0.999473 0.004623 0.032116 83 0.000012 0.999914 0.004360 0.012337 84 0.000011 0.999964 0.004096 -0.007446 85 0.000010 0.999622 0.003830 -0.027227 86 0.000009 0.998889 0.003563 -0.046997 87 0.000009 0.997764 0.003294 -0.066748 88 0.000008 0.996250 0.003024 -0.086474 89 0.000007 0.994345 0.002753 -0.106165 90 0.000007 0.992051 0.002481 -0.125815 91 0.000006 0.989368 0.002208 -0.145416 92 0.000005 0.986298 0.001934 -0.164960 93 0.000004 0.982843 0.001659 -0.184439 94 0.000004 0.979002 0.001383 -0.203846 95 0.000003 0.974778 0.001107 -0.223173 96 0.000002 0.970173 0.000831 -0.242413 97 0.000001 0.965188 0.000554 -0.261558 98 0.000000 0.959825 0.000277 -0.280601 99 0.000000 0.954086 0.000000 -0.2995341 point
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D:\88>py mot_rotation_extractor.py CHARA_POSE_SVT_0088_S01.mot arm_r 0 4.889439125475239e-10 0.5407554599817733 1.4406841468094752e-05 0.8411798453911885 1 -6.857191399194769e-10 -0.6332053752420114 -1.7710689242085512e-05 0.7739838192436295 2 9.680781275471423e-10 0.7419904178008506 2.197732230619127e-05 0.6704104857538526 3 1.168805020248789e-09 0.7357420612946057 2.3368850020973145e-05 0.6772618538614599 4 1.949070875265381e-09 0.9986487356304239 3.447117855729147e-05 -0.05196827527918962 5 1.8955871688974175e-09 0.7756976401807586 2.9743424602522006e-05 0.6311047220020868 6 2.5455886772310853e-09 0.878827057772032 3.542967924363111e-05 0.4771404418748128 7 3.226245697914568e-09 0.9417279975589877 3.9870071014519985e-05 -0.3363753513917405 8 4.099035407402478e-09 0.999881701599271 4.486528620122835e-05 -0.015381183116150696 9 4.475697367806648e-10 0.09022508301908228 4.352295069325249e-06 0.9959213996974146 10 -9.900496580111543e-11 -0.016108207506788277 -8.63153966278132e-07 0.9998702544081274 11 6.059799266392733e-09 0.8019628892165832 4.840268748269343e-05 0.597373854446753 12 -5.033915462308732e-09 -0.550395433826452 -3.5755896897761944e-05 0.8349041053585182 13 5.053784333516648e-09 0.4450858715305767 3.1563178794486055e-05 0.8954878926974015 14 8.419066313234432e-09 0.5885535705971041 4.6467524984686766e-05 0.8084582193151163 15 8.90557735051792e-09 0.48400980850508935 4.3647539557974e-05 0.8750625711146369 16 1.705888293133057e-08 0.739653758245311 7.467434392777951e-05 0.6729876019194776 17 5.1572109382203555e-09 0.18538461353349664 2.0212396550665652e-05 0.9826660392302642 18 -2.328339814495478e-08 -0.6828563164678986 -8.178477919607272e-05 0.7305526978741114 19 -3.913764879296982e-08 -0.916708464375864 -0.0001236022330290307 -0.39955672446366336 20 -5.154739810461322e-08 -0.9363174368121112 -0.0001465770889527342 0.35115471808983634 21 1.9941416689432306e-08 0.30514574357555446 5.101391250695028e-05 0.9523056613164191 22 7.665103345684452e-08 0.9660344250734825 0.00017489193652521154 -0.2584133490858223 23 7.134766782413641e-08 0.7025958983240921 0.0001410635188906553 0.7115890553959081 24 -3.6214565545341617e-08 -0.27067645581828326 -6.240843221417008e-05 0.9626703757625655 25 5.1790279998520676e-08 0.31343069120738587 8.093030035361684e-05 0.9496110757881587 26 9.76471751687859e-08 0.48348140665826506 0.00013865182460356674 0.8753546196778808 27 2.4320931108231546e-07 0.9660679133066328 0.00031516943800675713 -0.2582879934250419 28 -5.760116220776852e-09 -0.01787397162264415 -6.858465480027745e-06 -0.9998402477853122 29 -3.6387090286711984e-07 -0.9183475143749914 -0.0003981115505918134 -0.39577478993530635 30 8.160074093917339e-08 0.1715509171534115 8.22720490679595e-05 -0.9851752514426693 31 5.819853717302611e-07 0.9980718776550587 0.0005416464023315233 -0.06206636490839266 32 2.1510279639614338e-07 0.29228983646104745 0.00018557380336221306 0.9563297637655598 33 7.59445645377239e-07 0.8474814676856007 0.0006068034885069383 0.5308246355609446 34 3.5690964072418125e-07 0.33639013436576054 0.0002642112401393917 0.9417226808852375 35 -4.091057811462368e-07 -0.3193635112840012 -0.0002813906752493844 0.94763224326712 36 -7.546453676244599e-07 -0.47343991028694626 -0.0004824099506598264 0.8808259865759857 37 -1.8906289688167591e-06 -0.982952229475143 -0.0011231856476135507 0.183857697745491 38 -2.1105062508406607e-06 -0.9390839443880565 -0.0011623317184248968 0.3436858949289188 39 -2.5853066957476077e-06 -0.9646240712325369 -0.0013513238739472448 0.2636258240686401 40 -2.548795549486021e-06 -0.7758524791739349 -0.0012792661159138326 0.6309130637666075 41 -3.1615860075804858e-06 -0.8029301935402714 -0.0015291192910664463 -0.5960711082459713 42 -4.322600984749709e-06 -0.953658460734394 -0.0020134870391519846 -0.3008845062826679 43 -5.25241455552712e-06 -0.988412035710498 -0.002360985304159304 0.15177639270794138 44 -4.161603802056902e-06 -0.6521624127905219 -0.001807772378551133 0.7580771196157773 45 -6.4076487092003816e-06 -0.8348013728080191 -0.0026990522530703945 0.5505446240167313 46 -7.580466976304793e-06 -0.8733343844600407 -0.003096347434863975 -0.4871113481483479 47 -9.462704350659117e-07 -0.09508303543407069 -0.00037510524919442804 -0.9954692740952882 48 8.425608187935311e-06 0.7236249853299245 0.0032503281231428655 -0.690185711169369 49 1.3974775863233788e-05 0.9967865728728194 0.005250760229253485 0.0799309543429847 50 1.0252517924129751e-05 0.6522193732200672 0.003760479792529784 0.7580209415860742 51 7.079466725136183e-06 0.4028542154397706 0.002540938285457269 0.9152606321070067 52 3.595970832695169e-06 0.18027461327948976 0.001262493988347378 0.9836155091817782 53 9.582308647070628e-07 0.04164757493191193 0.00032967767325522203 0.9991323089631344 54 3.0435151035103606e-06 0.11275994047819692 0.0010266722975638299 0.9936217297131157 55 2.9213899144023735e-05 0.9943722786079471 0.009681902328738926 -0.10549896421237603 56 4.16363697258811e-06 0.12927425161304473 0.0013598656852372205 0.9916079460239664 57 -3.495453234750954e-05 -0.9799068872688088 -0.0112615781923993 0.1991373092063645 58 -1.19122282820623e-05 -0.2979602519629299 -0.003812380482884125 -0.9545706646777596 59 4.098904589922595e-05 0.8996510312258749 0.013230551163297976 -0.436409180529046 60 4.5509829644210436e-05 0.9224974013820024 0.014836853340391197 0.38571804489194406 61 2.5386896899756216e-05 0.4819785870349148 0.008372019390152027 0.8761429964832588 62 -7.74043605304678e-06 -0.13710430629077341 -0.0025848694109572466 0.9905532431862206 63 -4.197002811754517e-05 -0.6905692943694501 -0.014249406220070262 0.7231258551144275 64 -6.446179774219989e-05 -0.9784274441560907 -0.022294390233699647 0.20538425580108186 65 -6.738314184076315e-05 -0.9344167343406218 -0.02371722618609395 -0.3553911299199207 66 -5.318598254396075e-05 -0.6860462826797571 -0.019139229784659265 -0.727306115109579 67 -3.8073695903130686e-05 -0.4746078275031473 -0.01399468271587061 -0.8800861079910411 68 -2.0410335231135395e-05 -0.2460513518917346 -0.007675809464634084 -0.9692263996428959 69 -1.2414483692513633e-06 -0.014420071326659416 -0.0004768556868665043 -0.999895911657832 70 1.8390372862545596e-05 0.20651283622780844 0.0072618292052958125 -0.9784169428068659 71 3.720258570931797e-05 0.40298122945248555 0.015066659318015195 -0.9150842163986469 72 5.4747583197640296e-05 0.5694511849406998 0.02265236859910118 -0.8217129761475023 73 7.145976821520378e-05 0.7041115041467583 0.0298058800041412 -0.7094635960631596 74 8.65754632068576e-05 0.8079792090272402 0.036359064406225806 -0.5880880960535662 75 0.00010014190563846156 0.8858057159534748 0.042406154240265545 -0.4621146412291018 76 0.00010775037244367866 0.9231688063963739 0.04585370721855432 -0.381650076406211 77 0.0001119465641689991 0.9431990123522885 0.047940303828193226 -0.3287511792138469 78 0.00011522374207694951 0.9580387962502455 0.049692902280489296 -0.28229818820851793 79 0.00011812670846677753 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1 point
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Skeleton deformations for the character creator is probably a more accurate term for Veilguards “morph targets” (DAO/DA2 use straight up targets while I/VG use the skeleton to deform morphs with different bone positions) But I’m not a game dev. 😉1 point
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The script has been updated and is now output in Lua format whenever possible. format_hotfix_data.py1 point
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