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About Me

Found 8 results

  1. This is my first time posting on this website so please forgive me for not formatting this properly if such I made a mistake. Recently I have been reverse engineering a lot of different games for various old consoles or obscure hardware/software. Some due to clients "Paid commissions", other due to personal curiosity. List is rather large. Recently, I came across the game Garou Golden Knight. I was asked to make tools and a system as to where people could easily "mod" the game. So far, I am about 80% there. Packing/repacking tools work. Decompressing the files is required before any file editing, etc. This game like many others uses Renderware for models, animations, etc. You could use the dragonFF model importer for the models though expect issues. Most models use a plethora of static parts "which is common with PS2 games using renderware among others" so you are not going to get a full single solid model but many pieces with a simple underlaying body and armature. Some animations are done literally through text based files and "in game load up" to attach some static models to specific bone/location/orientation. games uses a lot of txt based files making it extremely easy to mod. I have a client begging me to finish tools for this game which I am not fully able to and out of frustration about to tell them to pike off. The animations for this game use a vendor I am not aware of for Renderware flavours. The format is the common rwanm but not the standard vendors/flavours like Climax, Eighting, etc.... For those that don't know about rwanm I will elaborate a little about these in particular. They are RenderWare Animation chunks (chunk id 0x1B). The version is 0x100. With these animations, they behave like expected (multiples of 16 pointing backwards). Others clearly do not. Many offsets point forward to keyframes that haven’t been read yet (e.g. 1248 when we’re only at keyframe 76, and 1248/16 = 78). There are also huge values way beyond keyframes_num * 16. If you were to try known renderware animation importers, they will all give errors or assign a wrong vendor to these. Example being ValueError: 65226 is not in list. Most of the time values, when interpreted as plain floats, are nonsense (gigantic positive/negative values, denormals, etc.), with only some near 0 or a few small fractions looking “reasonable”. These .rwanm are not the same “TM compressed rotation” variant of any vendor I have messed with in the past or for any known blender/noesis/3ds max importer. It’s almost certainly using game-specific compression/packing on top of the base RW structure. If you try the well known blender animation importer for renderware it will try and associate these animations with trashmasters and only give errors due to misinterpretations. This game has been giving me more trouble than any other renderware game I worked on. I spent 3 days straight now and still have made 0 progress while simply doing a whack-a-mole attempt at making a valid working importer for the animations. If I can get help with these animations I could finish the modding suite for this game. With this post I am uploading a rar file that has two animations. One small, one average, the texture file and the base skeleton/body for one of the characters these animations belong to. At this point, with the amount of frustration I have had with this game... If I had some help with the animation format to successfully be able to get them into blender or even noesis.. I would then add that to the tools and make them public. This game was/is more difficult than the King of Fighters Maximum Impact series with their animations..... If I could get help with this I would be more than willing to release tools for many other games that have no public tools nor have a active modding scene. I know people like to steal from these games, that isn't the point of this. My work is for modders only. While I hate writing this.... If you are replying only to try and get assets from this game, that won't happen. Any help with this would be most appreciated. I can't spend weeks on this and have too many other jobs to complete. I will try to reply when possible to those offering advice/information or perhaps even a solution. Thank you in advance even if you just want to poke at the animations. Something is better than nothing. Garou test files for public.rar
  2. Eutechnyx used to develop racing games, so yeah... I guess thats's all. Anyways, during 6th (PS2, Xbox era) and 7th (Xbox360, PS3) generation they used their own in house engine. This post is exclusively for that. Now, this developer might not ring any bells for most people. Their games were kinda mid. Their most notable games are Street Racing Syndicate (basically We have NFS Underground at home) and Ride to Hell: Retribution (why does this exists?). Thankfully Ride to Hell uses Unreal 3, so it won't be covered, ever. In case I forgot something, here is table of all their titles, that are covered here in some way: Title PC PS2 XBOX GC PS3 X360 WII Absolute Supercars ✔ Big Mutha Truckers ✔ ✔ ✔ Big Mutha Truckers 2 ✔ ✔ ✔ Ferrari Challange ✔ ✔ ✔ Ferrari: The Race ✔ ✔ Ford Mustang ✔ ✔ Ford vs. Chevy ✔ ✔ Hot Wheels: Beat That! ✔ ✔ ✔ ✔ Hummer Badlands ✔ ✔ NASCAR The Game 2011 ✔ NASCAR Inside Line ✔ NASCAR The Game 2013 ✔ NASCAR '14 and '15 ✔ ✔ Pimp My Ride ✔ ✔ Supercar Challange ✔ Cartoon Network Racing ✔ The Fast and the Furious ✔ Street Racing Syndicate ✔ ✔ ✔ ✔ A brief info about the engine The main resource format is called ArcBank with .arc extension. This bank contains all game assets. In it's own sense, it's similar to Unreal Engine 3 pck/upk packages. Each ArcBank is uniquely cooked for each platform. That means, it's harder to research across versions and platforms. Scripts themselves are in plain text and have .ls extension. They also seem to be referencing ArcBanks themselves. There are also other formats, like sound files and streams and language text. All of these files are mostly packed into cdfiles.dat/cdfiles.ar pairs that serves as a main archive format. This is the section where I introduce Technyx Technyx toolset can extract and convert various formats. As of current version. It can extract every cdfiles.dat/cdfiles.ar pair from all titles in the table above. It can also convert ArcBank models, maps and animations, but from a very few selected titles. As a cherry on top, there is a txt converter for language text. Again for all titles. Technyx can be found at: https://github.com/PredatorCZ/Technyx If anyone wishes to use project issues page to report a bug or a new feature, they certainly can. A small gallery of converted stuff
  3. Hello, all! I was looking into ripping the assets from a very old Xbox party game called "Whacked!", the game has a special charm to it and always wanted to get a closer look at the models. As far as I can tell - the models/animations/bitmaps/sounds are kept in either .PAK files or .STR files. Any clue how to export the bundles / get a hold of the models/anims/textures? Thank you so much for your time!! 🫣 Whacked File Samples.rar
  4. I was looking for help reverse engineering .bsa and .an3 animation files from LEGO Star Wars The Complete Saga. For each .an3 file there is a corresponding .bsa file with the same name (Some .an3 files dont have corresponding .bsa files), .bsa files are considerably shorter than the .an3 files so they are probably not the actual animation but maybe metadata or something like that but the .an3 files are definetly the real animation and are much longer each .an3 starts with "4INA/ANI4" (Flipped for some reason, seems to stand for Animation 4 or something like that) that is then followed by possibly a header or some metadata after that there is the name of the animation in this case "dizzy" every single .an3 file ends with "C" followed by a long line of 3's "3333.33333.33" other than that I cant figure out much else. Help from anymore more experienced and better at this would be MUCH appreciated Test .an3 .bsa files.zip
  5. When using quickbms tool to export .pac files using one piece .arc bms script i get a mot and btl folder but the content inside have no file type is there a way to be able to use them/ convert them so blender could work with them
  6. Hey, everyone! I recently re-discovered an old game available on the Xbox 360 Live Arcade back in the day called "Hybrid", developed by 5th Cell. I managed to extract the files however textures, models and sounds are compressed and not recognized by any tools. For instance, the .MDL files are compressed with LZMA as far as I could see in the file headers. I will upload a sample of each (sound, model and texture). Best regards! Hybrid_Sample_Files.rar
  7. Hey, everyone! I recently re-discovered an old game available on the Xbox 360 Live Arcade back in the day called "Hybrid", developed by 5th Cell. I managed to extract the files however textures, models and sounds are compressed and not recognized by any tools. For instance, the .MDL files are compressed with LZMA as far as I could see in the file headers. I will upload a sample of each (sound, model and texture). Best regards! Hybrid_Sample_Files.rar
  8. Here you can find my tutorial for Horizon Forbidden West. HUGE thanks to daemon for helping me with all this and a few others on discord. Finally we have something that can work efficently. All the tools are provided in the links. Daemons tool can be found on his page in Horizon. Have any questions feel free to ask here on on discord. Tutorial Tool Usage https://sites.google.com/view/sharp-design/tutorials/horizon-forbidden-west-tutorial HFW Animation Tools https://drive.google.com/file/d/1-c4_OEFfKCLzqyqMYME0CRZBlh9Hjiye/view?usp=drive_link CMD context reg https://drive.google.com/file/d/1lrS7KsaNDha_QeajP2XvS5TPImdhbANW/view?usp=drive_link ASCII blender importer https://drive.google.com/file/d/13an1_Ct65NIRbRU436ZkIeeEkLSNpulU/view?usp=drive_link
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