Leaderboard
Popular Content
Showing content with the highest reputation since 05/17/2024 in all areas
-
We are thrilled to inform you that we have successfully created a backup copy of all ZenHax data! Posted here on reshax, it includes: - 70590 posts in 13300 topics - 480 bms scripts - 1700 tools There are other backups, but they have disadvantages: - zenhax.com backup is slow and lacks attachments. - archive.org copy includes attachments, but its even slower. Both of them are hard to search and navigate. Now this backup has attachments, its quick and you can easily search it. Stay tuned for more updates! 🎉13 points
-
I'm still looking into the bones, trying to get them working correctly. The ones that don't work correctly yet are the models with over 256 bones, such as the one below. The vertex data only uses bytes for the indices, so it has to remap the bones into smaller groups of 0-255. They could have just used Shorts for the indices and it would have been no problem. Had a bit of success with some bones being remapped correctly, but others still not. It seems like some bones maybe aren't needed, or are used for something else. This is pl036 with some bones being moved correctly.13 points
-
Dear Reshax community, We’re grateful to have you as part of the Reshax family, and we hope you’ve found value in the discussions and resources our forum provides. As you may be aware, maintaining an active online community comes with costs—particularly for hosting and the necessary licenses to keep the forum running smoothly and securely. For almost a year, we’ve been covering these expenses ourselves to ensure the forum remains accessible to all. However, as the community continues to grow, so do the associated costs. We need your support to help cover the expenses for hosting services and licensing fees, which are essential for keeping the forum operational and maintaining its quality. Any contribution, no matter how small, will go directly towards these costs, allowing us to continue providing a reliable and engaging platform for everyone. Your support will help us ensure that the forum remains a place for learning, sharing, and connecting without disruption. We understand that not everyone is in a position to contribute, but if you are able to help, it would be greatly appreciated and would make a significant difference in keeping Reshax running strong. Thank you for being a part of our community and for considering supporting us. Together, we can sustain Reshax as a valuable resource for all. DONATION : https://reshax.com/clients/donations/1-license-and-hosting-cost/ Your Reshax team forever :)12 points
-
Version 1.3.0
341 downloads
Dragon Age The Veilguard tools. Work same as my previous frostbite tools. toc_dav.exe - dump tool Change .ini file parameters: - game path - dump path - selection to dump "ebx", "res", "chunks" or "all" Place oo2core_9_win64.dll from the game next to the tool. Then drop any .toc file onto .exe to dump assets. Or run from command line with 1 parameter - toc file name. Main file is default.toc, voice files are inside subfolders - en.toc and other languages Fb_dav.exe - model tool Takes .MeshSet as parameter. rgz_skeleton.ebx - main universal skeleton for all humanoids. Must be in the same folder. Game has 2 skeletons with this name, you need the one from "techanim" folder, which is bigger. If you need another skeleton, use its name as 2nd parameter. Or rename it to rgz_skeleton.ebx. Tool will try to find chunks automatically. If not, it gives error message with chunk name. Set of smd files - to fix distorted faces They are 2-frame animation files to transform head model to its normal state. fb_strands.exe & fb_strands_c.exe - hair tools Each hair model has .StrandHairResource and .StrandHairSet files, and also a small EBX file (about 5kb in size) next to it which has its parameters, including the initial position. This EBX file is usually called the same, with _strand_model.ebx or _model.ebx in the end of its name. Tool takes 2 or 3 parameters: fb_strands.exe <StrandHairResource> <StrandHairSet> [EBX] First 2 parameters are required, but if you add EBX in the end, it will try to place static part correctly. fb_strands_c.exe is experimental version for curly strands. It looks more or less fine, but not 100% proper, so i'm calling this tool experimental. Later it may be improved. Hairs will be exported as 2 OBJ files (one for flowing, one for static part) with curves, which can be later converted to meshes or particle systems in blender or other editor. OBJ files will have hair groups marked, which can be useful for rendering.12 points -
Version 1.0.0
351 downloads
Tool for FFXVI (Final Fantasy 16) models. So far it must support all (or almost all) models from "chara" folder. Static map parts may also work. Did not test much of the others. Requires 1 or 2 parameters. Usage: FF16.exe <mdl> <pac> 2nd parameter is needed for skeletons. If you don't provide .PAC file, model will be exported as static mesh. The PAC file for character group is in its corresponding "pack" folder.12 points -
I'm going to do tools for it, and release it here on reshax. I plan to support characters and maps, like it was before with FF7 remake.11 points
-
11 points
-
10 points
-
I'm working on a set of tools for Dragon Age Veilguard. So far, i have dump tool to extract all files, all models can be converted. Also i have fixed the usual frostbite distorted faces. Now checking if something needs to be done with unified skeleton or textures, and then tools will be published here.9 points
-
Version 1.0.0
263 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.9 points -
From further investigation, it seems that some meshes use up to 8 bone weights/indices, where others only use 4. It also looks like they're split into 2 groups of 4 in the vertex data - i.e 4 weights/4 indices/2nd set of 4 weights/2nd set of 4 indices. So I'll need to redo the way bones are processed to see if that fixes it.9 points
-
9 points
-
Good news. Issues with missing objects and incorrect normals were fixed. Now tool is really close to release.9 points
-
8 points
-
Version 1.0.0
921 downloads
Uploading all my tools will take a lot of time, so this is temporary solution. Most of my tools were released on zenhax, and now available with wayback machine. But how to find them? Here is a list of all topics from Zenhax archived by wayback machine, including attachments and inline scripts. Find topic name with search or filter (see "horizon zero" screenshot as example), then copy URL for the list, and open it. This way you can download almost all of my tools. And also all tools/scripts published by others through the years.8 points -
There was A LOT of discussion here that was not related to AC Shadows localization. As a moderator I couldn't allow that, so I've removed all off-topic posts. From now on please post only comments that are directly connected with translation work. Thank you. 🙂7 points
-
7 points
-
7 points
-
I made an importer that import every tmd2 model correctly. it can read models with more than 255 bones, all uv layers, all vertex color layers, tangents, binormals, both sets of normals, etc... https://www.nexusmods.com/bleachrebirthofsouls/mods/636 points
-
Okay, here's a little bit of an update. I've added support for all the vertex types, and the textures should all load correctly now. I've also included the extra UVs where available, although they're not presently used. The bones are still messed up in a lot of cases, so that still needs some work. The materials also need more work. I've disabled the vertex colours for now as that was messing up a lot of the meshes as well. bleach_rebirth_tmd2.zip6 points
-
6 points
-
Version 1.0.0
1,015 downloads
Here is a list of all (or almost all) Xentax topics archived by wayback machine. Find topic name with search or filter (see "spiderman" screenshot as example), then copy URL for the list, and open it. There you can read the whole topic, with instructions and comments. But there will be no attached files. You can get attached files from archive.org - https://archive.org/details/xentax.7z in "attachments" folder. They are sorted by forum number and topic ID. So you have to look into corresponding forum folder (16 = 3d models in this example) and topic folder (20634 for spiderman PS4) - there you can find all files attached to that topic for each post (in there are many).6 points -
6 points
-
Tool v1.2 posted. Work is not finished, i'm looking into getting custom characters now. Also maybe i can get real hairs later. Textures not supported yet, but they can be extracted with tools for other frostbite games.6 points
-
Zenhax is alive, at least it has returned as read-only. https://zenhax.com/index.php.html6 points
-
Python code to extract the texts: import struct, codecs BIN = "/mnt/data/menu_decompress.dat" OUT = "/mnt/data/menu_decompress_output.txt" be16 = lambda b, o: struct.unpack_from(">H", b, o)[0] le32 = lambda b, o: struct.unpack_from("<I", b, o)[0] be32 = lambda b, o: struct.unpack_from(">I", b, o)[0] def read_wstr_be(buf, off): raw = bytearray() while off + 1 < len(buf): val = be16(buf, off) off += 2 if val == 0: break raw += val.to_bytes(2, "big") return raw.decode("utf-16-be", errors="replace") with open(BIN, "rb") as f: data = f.read() p = 8 name_len = le32(data, p) p += 4 + name_len + 1 p += 1 + 4 + 4 + 20 + 4 + 8 base = p max_num = be16(data, p) p += 2 count = be16(data, p) p += 2 data_pos = p p += count * 4 num_blocks = be16(data, p) p += 2 tbl = p memo, visiting = {}, set() def tex(idx): if idx == 0: return "" if idx in memo: return memo[idx] if idx in visiting: memo[idx] = "" return "" visiting.add(idx) node_off = data_pos + idx * 4 if node_off + 3 >= len(data): visiting.remove(idx) memo[idx] = "" return "" right = be16(data, node_off) left = be16(data, node_off + 2) s = read_wstr_be(data, node_off) if left == 0 else tex(left) + tex(right) visiting.remove(idx) memo[idx] = s return s out = [] ptr = tbl for _ in range(num_blocks): if ptr + 12 > len(data): break data_u = be32(data, ptr + 4) + base loc = be32(data, ptr + 8) + base + 2 ptr += 12 if loc - 2 >= len(data): continue rec_cnt = be16(data, loc - 2) pos_tmp = data_u for r in range(rec_cnt + 1): ent_off = loc + r * 4 if ent_off + 1 >= len(data): break end = be16(data, ent_off) + data_u if end > len(data): break pos = pos_tmp buf = [] while pos < end: b = data[pos] if b < max_num: buf.append(tex(b + 1)) pos += 1 elif b < 255: val = be16(data, pos) - 255 * max_num buf.append(tex(val + 1)) pos += 2 else: # b == 255 val = be16(data, pos + 1) buf.append(tex(val + 1)) pos += 3 out.append("".join(buf)) pos_tmp = pos with codecs.open(OUT, "w", "utf-8") as f: f.write("\n".join(out)) I can also work on repack if I find spare time.5 points
-
I'm going to update my PS4 tool for this game to support PC remaster. Maybe it will only be some small change.5 points
-
The kamzik123 texted me and I spoke with him and it seems that my view of him was wrong and there was a misunderstanding. He is currently not planning to release his tool until EOL for good reasons. If you wanna translate this game you can get the texts from attached file and send me the translated version to get a forge patch. (still you must prove that you are a creator by sending the link of your old translations) acs_texts.zip5 points
-
5 points
-
Version 1.0.1
213 downloads
Final Fantasy VII Rebirth tool Exports static and skeletal characters, maps (including nanites). In addition to all DLLs provided here, it requires global.ucas file from the game, it must be in the same folder as .EXE. Usage is similar to previous FF7remake tool. See below. Main difference is that nanite maps (using nanites) are exported in DMF format (download blender plugin for it here). Tool usage: You can use the tool to convert individual assets, or all assets in a folder. 1. To convert one asset, drop asset file onto the tool, or run the tool from command line with asset filename as parameter. If asset file contains a texture, it will create "texture.db" file with information for later use in map extraction. If asset file contains static or skeletal mesh, in will be exported to ASCII. Raw data will also be saved in "staticmesh.raw" & "skeletalmesh.raw" folders for later use in map extraction. If asset file contains a material, it will export material info in a text file, and create "material.db" file with information for later use in map extraction. If "material.db" file already exists next to the tool, it will be updated with newly found materials. If asset file contains a blueprint, it will create "blueprint.db" file with information for later use in map extraction. If "blueprint.db" file already exists next to the tool, it will be updated with newly found blueprints. 2. To convert all assets in a folder, place the tool in that folder and run it. Tool will search that folder and all subfolders for .uasset files and try converting them all. When prompted "are you sure?" you can press "enter" to confirm or Ctrl-C to cancel. 3. To convert maps, drop .umap file onto the tool, or run the tool from command line with umap filename as parameter. Current version will extract static meshes, skeletal meshes, blueprint-generated meshes and nanite "terrain streams" from a map. For map extraction to work, "staticmesh.raw" and "skeletalmesh.raw" folders with previously extracted data must be in the same folder with the tool. If some models will be missing, tool will give messages. If "blueprint.db" file will be next to the tool, it will try and place all models mentioned in blueprints on the map. There's no proper blueprint support, so some models may be placed incorrectly. If "texture.db" file will be next to the tool, it will be used to assign proper material names to nanite parts of a map instead of hashes.5 points -
Tool released. Its an early version (as usual), but already makes very good results.5 points
-
FORUM RULES General Rules: In general, please bear in mind the following regulations that pertain to most commercial games (the "Application"), and which it NOT allowed on our forum: Prohibited Actions: Users are not allowed to engage in activities related to cheats, automation software, bots, hacks, mods, or any unauthorized third-party software in connection with the application. Commercial Use: Users cannot use, reproduce, or distribute the Application for commercial purposes. Actions Leading to Violation: Users should not provoke or encourage actions that violate the Application's terms of use and the User Agreement. Additional Rules: No Sharing of Illegal Content: Publicly sharing illegal content is prohibited, and consequences may be enforced. No Warez Discussion: The forum does not support discussions related to cracks, hacks, or illegal activities. Respect Others: Users are expected to treat others with respect and not engage in harmful behavior. No Unauthorized File Uploads: Users should not upload files that belong to others. Politeness: Users are encouraged to be polite and respectful to others. No Adult Content: Posting explicit content is not allowed. Seek Help Politely: When seeking assistance, users should post in the appropriate forums and ask nicely, but rule search first and then ask later is apply. Show Gratitude: If you receive help from someone, it's considered polite to thank them. Avoid Contacting Senior Members: Users are discouraged from contacting senior members via PM for help. English language is a requirement for communication on the forum to ensure better understanding among users from different countries. Use of other languages is not allowed on the forums! Do not share any commercial game assets and do not ask others for sharing game assets. Ask for help with ripping instead. Don't reply to threads here asking for help, by telling the person to join the Discord (or any other website/service) for a tool or script or whatever; instead post a publicly-accessible link or a copy of the script, or directly include the relevant tool as an attachment to your post, but preferably use our Downloads system instead. Before you create a topic in the forums Game Modding, please ensure you name it correctly! For example, [PC] GameName or at least Name of the STUDIO could also work. No generic names are allowed. All topics not following these rules will be removed. If you receive assistance from members here or on the Discord server, please reciprocate by sharing tools and knowledge in the designated section and ensure that you mark the topic as SOLVED. Before you post something use SEARCH first!! Don't sell any mods if you used the Reshax forum to get the tools to make them. This will lead to an instant ban, no questions asked. The rules state that non-compliance with these regulations can lead to instant banning or account deletion. Users are advised to adhere to the rules to avoid consequences.5 points
-
5 points
-
5 points
-
5 points
-
sorry for the radio silence; when Lake House fully arrives along with the QOL update tomorrow i'll make an update to the script (eta tbd) that'll have updated offsets for hopefully all previously supported models (and new ones if applicable).5 points
-
The tools have been updated with texture conversion support. Since textures are located outside the models, this should be one less thing to worry about.5 points
-
Well it start to be tricky. I noticed that *.HierArchy is constructor for collision meshes. It has matrix4x4. Also collision meshes uses only 3 floats all the time. So there is no confusion in order type. But it lack uv's a normals somtimes. So my best bet is output all collision meshes then extract uv's and merge it together. Which will be pain in ass without automation. EDiT: So far so good... Collision mesh. Some parts must be corrected with matrix. Assembled...5 points
-
Here is a set of H2O files for Shimura's armor. The creation of obj files may not be to everyone's taste but that's what I can provide. You'll need the newest version of hex2obj for this. Read '...multiple_H2O.txt' in the zip. hex2obj, v 0.25 Use File\SaveAs Mmesh (saving of single H2O files is not supported so far for xmesh because the required code change is not a 15 minutes job). H2o files appended here. Didn't check all uvs. For some an uvbSize of 20 instead of 4 might be required.) (Tool for creation of H2O files still under development.) edit: updated the zip with H2O files shimura_samurai_armor.xmesh_H2O.zip5 points
-
Yes, but it's still in progress, not ready to upload it yet while I iron out a few issues.4 points
-
Here's an initial Noesis script for the TMD2 mesh files. I've probably made some assumptions with the format, so I don't know if it'll work for other tmd2 files that I don't have samples for. It doesn't load the textures/materials as yet, mainly because I'm not 100% sure on how they're referenced, but it will do vertex colours and the bones should also work. bleach_rebirth_tmd2.zip4 points
-
Lot of great work being done in this thread, I've done a Lot of IDV extracting with the old QuickBMS scripts initially shared around on Xentax, and thankfully was able to back up all the files from before the new engine update, and have been extracting from those. But there's quite a lot of skins I'd like to extract to use in animations, and the old script doesn't work obviously. Thanks to everyone for their hard work in here. I've not seen the NeoXtractor before, but it seems really good, and hella helpful! Thank you for sharing it! I'm hoping to see more updates to NeoXtractor though, as it seems a lot easier and better to use just one app, to view the .npk, rather than having to decompile the entire thing, and then blindly browsing via RMA, which is what I have been doing this entire time. (I don't know how most people here get their textures, but I just use Ninjaripper 2 to extract them from the game whenever I find a model to use, as the textures are All over the place when extracted from the .npks..) Also, TeaEffTeu I've seen you around a few times and matched with you a few times recently on tha NA server! I always thought your name was fun, but I had no idea you were up to all this in the IDV community. Thanks for contributing to this, it's a huge thing for me, as someone who is a 3D animator and artist, being able to extract the models to use in Blender and such is not only fun, but just really cool. Thanks for contributing to that! Small world lol I remember altering my old BMS script in the past to kinda work when they made the new-ish .npk format after Fools Gold came out, but a better edit came along from someone else soon after. I'll make sure to share any helpful info I can involving the BMS scripts, or just the file formats in general. Thanks once again to everyone helping with this process! ^^4 points
-
Thank @Franco for help me test importing text into gameresources_patch1_pc2.resources. It will be completed at least by next week or later.4 points
-
My job is not to do YOUR work. My comment is for other people so they don't have the hope for something that not exist4 points
-
Tut localization GOWR written by me, try it Tut translate GOWR.rar4 points
-
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].zip4 points
-
The tool is now available. Download: https://github.com/Wildenhaus/IndexV2/releases How to use:4 points
-
4 points
-
Have still been working on nxds. Current progress can be followed here: https://github.com/Nenkai/FF16Tools/pull/11 The lengthy part is every table needs to be manually supported, so the past 10 or so days was spent defining all ~800 tables correctly.4 points
-
4 points
ResHax.com: Empowering Curious Minds in the World of Reverse Engineering
Delving into the Art of Code Unraveling: ResHax.com - Your Gateway to the Thrilling World of Reverse Engineering, Where Curiosity Meets Innovation!