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  1. But can't produce right width/height. It's 250 x 391 px.
    2 points
  2. WMA is an audio file format (Windows Media Audio) and can be played by VLC. SFD seems to be a font file but FontForge can't open it ARK files seems to be archive containers that contain inside them another ARK files and another files Edit: SFD is a video file format that can be played by VLC too Here is a python script with batch file to extract the contents of the ARK files, drag and drop one or more ARK files onto the batch (.bat) file Also an ARK.hexpat file you can use in ImHex ARK_File_Parser.rar ARK.rar
    2 points
  3. Seeking help with the .mdl format for fable 2 Issues: the headers were stripped from the file by Lionhead. Static meshes and Skeletal meshes seem to have different structures, and it's pretty common for static meshes to have different structures between them. So far: I can find a significant amount out about most of the rigged assets, but there are issues when an asset is split in to submeshes, and with some of the larger meshes. i.e: Bone Count: 143 Bones: [0] CH_HeroChild_Male_Rig_Asset (ID: 4294967295) [1] Shadow_Hip (ID: 0) [2] Shadow_SpineControl (ID: 1) [3] Shadow_SpineControl1 (ID: 2) [4] Shadow_Chest (ID: 3) [5] Shadow_Neck (ID: 4) [6] Shadow_Head (ID: 5) [7] Shadow_jaw (ID: 6) ... Mesh count: 3 Parsing mesh headers... Mesh 0: Child_hair_NEW2 Mesh 1: Child_face3 Mesh 2: hero_eyelash20 Parsing mesh buffers... Mesh Buffer 0: Buffer starts at offset: 0x00002EAB Vertex count: 10093 Face count: 17065 Detected vertex stride: 28 bytes Vertex buffer at: 0x00002F3E (size: 282604 bytes) Face buffer at: 0x00047F2A (size: 34130 bytes) Mesh Buffer 1: Buffer starts at offset: 0x00077B4C Vertex count: 16777240 Face count: 16777216 WARNING: Unrealistic values, possible misalignment Mesh Buffer 2: Buffer starts at offset: 0x00077B64 Vertex count: 65536 Face count: 4278190080 WARNING: Unrealistic values, possible misalignment Attached my python script, and 010 editor script, for anyone willing to help figure this crap out. also 1 mdl file.. mdl.bt character.py mdl.zip
    1 point
  4. Using hex2obj. Checked the mdl manually which was not too hard:
    1 point
  5. Hi, you cant open m3g files from Dead Space or any IronMonkey or Firemonkeys that have <IMxM3G> header with any tools made to be for standard M3G engine as these games uses proprietary implementation of modified M3G and later M3G 2.0 standard (which standard officially was never finalized) which are compatible with official standard M3G. You might be able to open some IM-M3G file by changing the header to standard <JRS184> and some non ASCII bytes (for example copied from other m3g file) with whatever tool made for original .m3g. I recently forked PyM3G library allowing parsing M3G file and added some very very basic support for IMxM3G (mainly dection of IMxM3G header as valid) but I'm not interested in adding more support for that format myself although I don;t think it would be very hard having the PyM3G base already and given that for example DeadSpace binary for android has a lot of symbols preserved so decompiled code from it would be actually very useful for reversing the parts added to .m3g format. So if you are interested in developing support for Dead Space models then I can guide you some more. Also must say that this library makes it actually relatively easy to create .m3g files or convert them to different formats.
    1 point
  6. I know a way, the hard way... Use 010 hex editor templates from Nenkai, you can found them on his github
    1 point
  7. Updated, please remember to feedback if you have any questions resource.py
    1 point
  8. For extracting raw data from archives you can use the same script you linked (punisher_ps2_peg.bms) as archive file format is the same across all platforms https://rewiki.miraheze.org/wiki/The_Punisher_CEG_PEG_XEG The difference is in the image encoding, PC version uses standard DXT5 or RGBA8888, while encoding seems to be different on PS2 and XBOX. I was not able to find correct setting with ImageHeat. Here's how it looks for PC sample:
    1 point
  9. Well i figured what was that 5WNR file It's file with ".rwy" extension. But you'll get only track layout without uv's and without objects. Means it's useless.
    1 point
  10. Here's a link to hex2obj and some explanation. After inserting suiting parameters for a model into the app you'll get the obj file by File\SaveAs mesh.
    1 point
  11. i don't know, i assumed you were going to test it, like you did everything else?
    1 point
  12. Do you have another sample than a weapon?
    1 point
  13. Tracks have different header, So the Python can't recognize them. Can you post please gt6 track extractor and Python too?
    1 point
  14. single_textures.json is a list that stores the original file name about the ui file. The ui file and the texture file themselves are stored in the .6 and .1 files. You can restore the original name of the .6 or .1 file through the resource library for example 75/75629b0d-6953-4d14-8d0c-4afc731e7fa2.6-gui_img_123456.png DIDT can restore file names through the resource library, but this tool is too early to know whether it is outdated. I checked the index you provided, and there is no problem with the index. You try this python version to see if there is any problem. In addition, if you can provide the resource library file, I think I will also take time to update the rename script for you. mpkfile.py
    1 point
  15. You should upload some sample files instead of a video; a video isn't very helpful for reverse-engineering this game. NKP is a package file format used by KONAMI in PS2 games. Games I know of that use this format include Cool Girl, Gantz, and NANA, and there might be others. You can unpack NKP files using existing quickbms scripts: idstring "NKP\x1a" get NKP_SIZE long get ZERO long get FILES long for i = 0 < FILES get NAME_OFF long get OFFSET long savepos TMP goto NAME_OFF get NAME string goto TMP putarray 0 i OFFSET putarray 1 i NAME next i putarray 0 i NKP_SIZE math FILES = i for i = 0 < FILES getarray OFFSET 0 i getarray NAME 1 i math i + 1 getarray SIZE 0 i math SIZE - OFFSET log NAME OFFSET SIZE next After unpacking NKP, you'll find NKT files, which should be textures. I'm not skilled enough to fully parse them, but I'm certain that the palette starts at 0x1A0. Most textures are 8BPP, with a few 4BPP ones. Fonts might also be in some NKT files, but I haven't found them. I've attached a few NKT files, hoping that an graphic expert can analyze them. Additionally, you can find all the game's story scripts in allsc.nkp->unpack->(evt_***.nkp). They are in files with the .cg extension, which is actually a text format. You can directly view the script content; remember to use SHIFT-JIS encoding. NKT_TEXTURE_SAMPLE.zip
    1 point
  16. Version 1.0.0

    429 downloads

    My old tool for TLOU2 PS4 fixed to work with PC files. Unpack .psarc files with UnPSARC_v2.7, and then you can use any .PAK file with the tool. Use command line, or just drop .PAK file onto the .exe Work same as old tool, described here: https://web.archive.org/web/20230819184855/https://forum.xentax.com/viewtopic.php?t=22580 After extraction, model and skeleton are in separate files. So they must be manually combined to work together. SMD model & skeleton can be just imported separately and then connected in blender. For ascii it will not work, so you have to open model in text editor, remove first line (0), which is bone number, and copy-paste skeleton there instead of that zero. So far tested on models, textures, maps - all looks fine. Animations are probably wrong, i can look into that later.
    1 point
    https://www.virustotal.com/gui/file/aae64fc064a4d560d598a84049249ca80526a7c2cdca2d29d4b2f5328257ab3a Trojan
    1 point
  17. 7 downloads

    This is attachment from ZenHAX posted by id-daemon in topic: The Crew 1/2 models tool
    1 point
  18. 9 downloads

    This is attachment from ZenHAX posted by id-daemon in topic: The Crew 1/2 models tool
    1 point
  19. 18 downloads

    This is attachment from ZenHAX posted by id-daemon in topic: GT6 (Gran Turismo 6) [PS3]
    1 point
  20. okaayyyyy... turns out my previous copy of Wangan Midnight PS3 I downloaded from was a very bad copy which is why I got this error, so I downloaded another copy and now it finally works with TXRExtractor right now. At least I can finally open new topic for ripping Wangan Midnight PS3 model/textures.
    1 point
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