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  1. Actually it uses PAL8 w/ GC/Wii swizzle (There's a palette data at the end) Palette format is N64_RGB5A3 Image data offset starts at 48 (0x30) end-01-color_panel1.texture.ps3 uses BGRA8888 w/ XBOX/PS3 swizzle while end-01-color_panel2.texture.ps3 and end-01-color_panel3.texture.ps3 uses BC3/DXT5
    2 points
  2. A few moths ago, I took a break from the Front Mission games just to poke around the the PS2 entries of Armored Core and made a surprisingly rapid amount of progress on their model file formats. The last hurdle I've been experiencing for most of this time is face formation- meshes are composed of either a triangle list (for FX spawn points) or multiple triangle strips. The strips are a problem as it's not clear where one should end and another should begin. I've tried looking in the model file for a flag but found nothing that stood out, then shifted to studying the verts and UVs in hopes they they contain some sort of "rhythm" to no real success. using UVs or the distance between points to determine face formation still yields "bad" faces. I've poked around a few PS2 topics here and it sounds like this is the best I can hope for but would like a second opinion before going forward. File, meshes, and tmr.7z
    1 point
  3. Usually those dummy files are used to push the game's actual data to the outer edge of the disc so the consoles can read them easier.
    1 point
  4. Oh, likewise. I think Imageheat is a pretty good tool. Even with my limited knowledge, I was able to make discoveries like this (2CV logo). Thanks to the tool you mentioned, I was able to achieve this other result. It definitely saves a lot of work! Thank you both so much!!!!!!!!
    1 point
  5. The model tool can be used to extract textures. Using imageheat is not a proper solution because TextureSet1s (Tex1) can house multiple textures all swizzled together in one huge transfer for the GS memory.
    1 point
  6. Ooooooh wow! Although I'm not very good with hexadecimal values, this tool was quite intuitive, even with my limited knowledge! Thank you so much, it's definitely the solution!๐Ÿ˜†
    1 point
  7. You can get some good results with ImageHeat https://github.com/bartlomiejduda/ImageHeat At offset 96 you can find fields like: 2 bytes (uint16) - image width 2 bytes (uint16) - image height 4 bytes (uint32) - palette offset
    1 point
  8. Done a few more optimisations to reduce the number of submeshes down to a reasonable level. Still work in progress:
    1 point
  9. Version 1.1

    156 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
  10. how difficult would lt be for a beginner to rip environments want to port several maps to xnalara?
    1 point
  11. I really don't understand this .mpk file. Is this file the same as the .pak pubg file that can be extracted and find a collection of other files inside?
    1 point
  12. 1 point
  13. After testing file parsing through regex expressions and finding it to be impractical, I've returned to my earlier approach and completed a finalized converter for Front Mission 4. The models are available here for those interested. FMO is next and will take far less time. FM4 Final Mass Converter.7z
    1 point
  14. It's been a while. I did get through FMO and found the PS2 version is missing some models and plan to take a look at the PC version. I also tried to work on the maps of FM4/FMO since people asked for them and had some success but, much like the wanzers, the maps are subdivided into chunks that are dumped at the origin, making them impossible to work with. Right now, I'm working on identifying what I've dumped and converted from FM5 with the help of this script. Script and Test Files.7z
    1 point
  15. I made a very simple Python script to extract the information I found now from the Mot file, But only very little information can be extracted so far. (Update on 2024/01/10) And I made a simple 010 Editor Template.(It was suck... but can use) (Update on 2024/01/21) Updated 010Editor template, it should be possible to parse more KCArcade's Mot data. but there are some slight differences in the file structure of FGOArcade. If want to use it, then need to modify this template slightly. mot_test.zip Mot.bt.zip
    1 point
  16. It's just a sample, if you want it to work you need to use Segatools and get the full Rom. After fc.exe is started normally, the hardware IO device will be checked. If passed, it will try to connect to the All.Net and Aime servers. Segatools uses IAT Hook to simulate the DirectX input into the corresponding IO input and inject it into the main program. The program only have a hardware checker program(maybe IO Checker) and does not use any user-level dlls. Almost all program codes are in fc.exe, and only a few lua scripts are in the rom folder. The rom folder mainly stores game Assets and DataBase, as well as some external shaders. Unfortunately I can't provide the full Rom here, sensitive content such as complete Rom cannot be uploaded in XeNTax, although I donโ€™t know if this rule is also followed here, but you can try looking for it on the internet, Good Luck.
    1 point
  17. is there no script or tool that can unpack the .mpk file from the Blood Strike game?? I visited several forums, but they only do hacking ๐Ÿ˜Œ I don't want to learn hacking.
    0 points
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