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Found 17 results

  1. Thrillville uses primarily two archive types, .ZAP and .OVL. The zap files tend to act as a container to hold numerous ovl files. Thankfully there are already tools made that allow you to extract files from the zaps, however, all of the game assets are still locked up inside the ovl(s). I would very much like to figure out how to extract at least textures and models from the ovl files since there is no current way to extract any of the data besides the music which is stored in .aud files. Unfortunately, current tools such as Cobra Tools does not support older ovl formats: https://github.com/OpenNaja/cobra-tools/issues/132 The following image are the contents of ovldata.zap, and seems to contain pretty much everything except for music which is stored in a different zap file: Using a tool like Texture Finder, you can see that there are indeed images within the files: Later on, in the Main.ovl, you can find bits of data that represent models for the game (likely in .mdl) Here is a rar with the Main.ovl, TitleScreen.ovl, and Main_English.ovl (Main has a bunch of random stuff in it, TitleScreen only has one image, and Main_English seems to be localization strings): ovl.rar I'm not sure if the format is the same for Thrillville: Off the Rails, but it's possible that if an extraction method is made then it can also extract the files from that as well. Off the Rails is even on Steam, so it may be a bit more convenient to access the files: https://store.steampowered.com/app/6080/Thrillville_Off_the_Rails/
  2. I extracted UV texture positions from different model files in the same game, one of which is correct and the other is incorrect. Is there anything that needs to be added? If it could help me, I would be extremely grateful. The attachment I uploaded contains two models. The 103886101 model only needs to reverse the texture vertically to perfectly fit UVS, while the 106755703 model does not. They come from the same game, just different parts, one is hair and the other is pants. The model and its corresponding UV texture are both extracted. The solution for extracting textures from files has been provided in my previous post, 'roocker666'. https://reshax.com/topic/1094-model-extraction-help/#comment-5630 model:106755703 model:103886101 model.zip
  3. While digging into the game files, i extracted a raw file called "SWATMale", i've tried everything with model researcher/hex2obj and no success at all. Any help would be appreciated. Here's the file if you want to take a look at it: https://www.mediafire.com/file/6nwzsb7p9qu3bno/SWATMale/file (It's not .so, it's only a raw file and Mediafire thinks it's that type of file)
  4. I want to extract a 3D model from afile, but I don't understand the structure of the file, which is a hair model. Attached is the model file and the map and an xml file. I'd really appreciate it if you could help me with this detail. 103886401.zip
  5. Hi, sad to see that xentax shut down but here we are. I was wondering if anyone could look at these files for NBA 2K25 on PS4, they use the same 0A 0B format but I noticed something different from the other games (NFL2K5/APF2K8/NBA2K14) I can open the files with 7zip but I just can't extract them as it says "unsupported compression method". Any help would be nice.
  6. I need help to identify the global header and all offset header for languages and their respective positions to create the repacker. I've looked a lot, but I can't identify them. Below are the initial positions of the English texts that I used to export the texts. File: SCENARIO_DLC_000.bin - Header (english texts): Decimal 109584 File: SCENARIO_DLC_001.bin - Header (english texts): Decimal 115440 File: SCENARIO_DLC_002.bin - Header (english texts): Decimal 111744 File: SCENARIO_DLC_003.bin - Header (english texts): Decimal 119376 File: SCENARIO_DLC_005.bin - Header (english texts): Decimal 119536 File: SCENARIO_DLC_007.bin - Header (english texts): Decimal 107504 File: SCENARIO_DLC_008.bin - Header (english texts): Decimal 117744 File: SCENARIO_DLC_009.bin - Header (english texts): Decimal 114624 I'd really appreciate it if you could help me with this detail. PS.: I can extract the texts, but not doing the right way to do this. I cannot repack because i don't know where is the header offsets of all languages texts. When i repack with positions i know, the game crash. So it's right to say i need help to extract and repack And my English isn't that good yet, so I apologize for the misunderstanding. (editado) PS².: To extract the texts today, I basically pass the offsets of the headers of the English texts, but since I haven't found the header of all the languages, I can't recalculate the header of the other languages and the title and description of the mission at the bottom. SCENARIO_DLC.zip
  7. I got the way to unpack the dirt 5 .dat files but I don't understand anything about the formats that the game uses the thing is that if someone could help me to extract models and textures, I share some assets if you want to take a look at them https://mega.nz/folder/js9VlCIB#09mgRLGkjJwqXXqcTqp96A
  8. im trying to extract all the 3d character models from a 2010 japanese psp game, kingdom - ikkitousen no ken i was able to extract the iso game file, this is whats under PSP_GAME -> USRDIR im guessing the 3D character models are under CHR.BIN, i already tried extracting the file on noesis but i didn't work. game file: https://mega.nz/file/MRolWAjZ#CaluJ5t-MXNZ9aYkXZN4brI-q8S84F9A7YT_UyWDqXQ the file i think character models and textures are: https://mega.nz/file/hRIHRRhZ#kUMbGL44e5py-tCM9UoK7ISadTP0DQDVPoHBdSROJuI I know little to nothing in this field and was wondering if anyone could help me out
  9. I'm trying to export the assets of the backgrounds for the Windows game, Spongebob Employee of the Month. I finally managed to get the files to at least export out of .omt format using QuickBMS and with the addition of a script (bms file) but they are exported as an unusable file rather than a png. I am wondering if anyone knows a way to get it so that I can export the .omt files into a usuable .png format I've included the QuickBMS with the script and 5 of the .omt files. I believe I need the spongebob_omf2.bms script tweaked so it exports, but I do not how to do it. If there is another way entirely to do it, that is also fine In case you don't know, here's how to use QuickBMS: 1. Run quickbms.exe 2. Select spongebob_omf2.bms 3. Select the .omt scene art files 4. Select where the output goes EmployeeOfMonthOMT.zip
  10. does anyone think it is possible to extract iracing models from game files?, I got a version of 2008, here are some cars if you want to take a look at them, thanks in advance https://mega.nz/file/ikkF2DYY#WajNbQgEsrDOIVIXwZa6ZMptlmof0cG9_mv6V_1iBZE
  11. Hello, I want to translate the Hell Blade 2 game into Persian, can you guide me on what to do?
  12. For some context, Helldivers 2 is running on the Stingray/Bitsquid Engine, which Vermintide, Magicka, and the original Helldivers were all built in, with a pretty significant amount of modification. Being that Stingray was discontinued by Autodesk in 2018, my typical leads into proper asset extraction haven't gone very far. It appears the game's art content is stored in .stream and .gpu_resource files in its '.../data/' path. Samples can be provided if necessary for those who may not have access to the game. There are also a number of files with no file type, but still appear to contain data. I believe the .gpu_resources files may direct the game to which assets need to be streamed from the .stream files, but I could be wrong. ".../data/game/" contains fewer, smaller .dl_bin files, but I suspect these are just for the game's settings and logic, rather than its actual 3D assets. Back when Vermintide tools were being worked on, once the filetypes could be opened, a manual dictionary was created (but never completed) in order to rename individual assets into their correct, non-hash names. Something similar may have to be done for Helldivers 2. If anyone is familiar with Stingray in any form, or has a good method to still access the engine (Autodesk has made that kind of hard), let me know! Hopefully we can get some people smarter than I am to get the wheels turning, as the art in this game is absolutely stellar.
  13. I found this blog Assassin's Creed Valhalla Localization Tutorial - HackMD but script is gone. Who had the file please re-upload.
  14. Hello, I am trying to change the font of the game, and I changed the font and now I want to try it, but I do not know how to do that. The same thing with texts. I do not know how to make the game use my modified files and not the original files.
  15. Hello, I want to translate Miami Night 2 But it seems like they encrypted the fonts, images, and text I used Kemulator nnmod which has a Memory View function that allows ripping game sprites But I wonder if there is any way to decrypt the text and font data and encrypt it back? MiamiNights2.zip
  16. Is there a way to open these types of file formats? most of the programs for extracting these dont work or just broken all together if anyone can help me with this please let me know :)
  17. Heya, currently trying to figure out how to open these renditions of .gr2 (Granny 3D) Files, I cannot open them in Granny Viewer as I get the error: CRC Check failed, File may be corrupted. Is there any way to open this? Example file: https://www.mediafire.com/file/5mojrmytaix1sdt/gunstringer.gr2/file
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