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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
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Hello! Me and a friend, were messing with this old game files, but as expected, the files are very hard or impossible to edit "Packfile.dat". BUT, something did hit my attention was, the fact the PS2/Xbox/Wii versions has the 2Player (Split-screen) multiplayer featured, enabled and the PC Port, not. This version I'm using, are the original, with the patch 1.01 installed on. But, I mean the PC version, has a "Hidden" Multiplayer, that could be supposedely, actived... We've also discovered that the game has Debug material/stuff at your code, but for some reason, it cannot be actived, because the suppose references, was cutted from the final version, IG. However, after decompile using the ghidra and try different values with Cheat Engine, was possible we got some very interesting results, as you'll see right now! Check the images! It still doesn't over! We're still trying do reverse engineering from encrypted binary file: "Packfile.dat" which I was able to extract, some textures, using a not very, known tool: "Multi-Extractor 3.3.0" the remaing of the files are ".hnk" and ".dds" but they're technically encrypted as well. Being impossible extract or view them in any other tool! Someone do are able to develop a quickbms plugin for files of this game? if yes, let me know! I'll be glad in mod this game! :)
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I'm trying to edit the game's textures, but they're in a format that I haven't seen mentioned anywhere. I've tried a few programs but haven't been able to. Does anyone know of a way to extract them? Textures.zip
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Hello! some weeks ago, i've diggin' for info about these 6 files formats, that belongs to ToCA Race Driver 3 from Codemasters, and they are: .AIL, .AIB, .RED, .AID, .COL & .PX The "AIL file" contains data about; Minimap, Track AI path, Start & Finish. The "AIB file" contains not much, but some data about the AI drivers behavior, as well. and the "RED file", despite of this funny name, seems contain some data related to Replay Paths (Like as Circuit Path) and cameras activation for some determinated area of Race track. About the AID, is same as AIL, but it is hard-codeded. and with help of chatGPT i could manage to view your geometry, that you'll see above: 1. Catalunya Circuit (from ToCA Race Driver 2), 2.Eurospeedway Lausitz Long (Also from same game) 3. COL File collision file (from Eurospeedway Circuit) 4. PX File, (Track Cone) Ok! but nothing could be done so far. Since I have no much knowledge for create any proper tool to edit this files, but would very interessing, port Circuit from RD1 & RD2 to the ToCA 3! If someone were able to do atleast proper conversors, of some these files, I would be glad! My Github repository is here: https://github.com/LFGamer2004/ToCA-Race-Driver-3-Modding-Track-Conversion-Tools LZS_EDITING_TOCA3.zip RD3format.zip
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Version 0.4.2
2,964 downloads
Custom model import tool v0.4 beta + model export (from .model to .ascii) Usage: spiderman_2_pc_mi_04.exe <model> <ascii> <materials> You can use models previously converted form the game: export .model file with ModdingTool, then pass it to spiderman_2_pc_model.exe This will output a model in .ascii format, and materials.txt. Note that due to new LODs/lookgroups layout, export tool now exports ALL meshes with all LODs. You may want to delete lower LODs before importing back to game. -
Hello, sorry if this isn't the appropriate place for to ask for help regarding modifying a game but I'm looking for help trying to modify the Far Cry 3 Editor. I've tried reaching out to countless different modders that have made mods for Far Cry 2 and 3 aswell as in the Far Cry Modding Discord to no avail. I'm far from tech savvy or a software developer/hacker but I'll be more than happy to help along the way in any way that I can since I would really love to enjoy all of the different models that the game has to offer. What I'm looking to achieve: -Add in all of the missing models, NPC's (Pirate Beheader, COOP Heavy Pirate Flamer, Guard Dog/Attack Dog) -Different textures/materials of models (different colors of crates, barrels, tarps that appear in-game, but not the Editor.) /To my knowledge only vehicles cycle trough the different textures. -Missing COOP, Multiplayer, DLC content There are already some mods that try to do this, like https://www.nexusmods.com/farcry3/mods/156, https://www.nexusmods.com/farcry3/mods/334 Unfortunately there are still many missing models and the different textures aren't present. Basic Introduction: This modding guide should be a wonderful read for those interested, while it is for Far Cry 2, all principles still apply. It can be found here: https://docs.google.com/document/d/1ozhN9s_4puzSXVYs12ZAOayyL036hgQuFCVS_jSXbd0/edit?tab=t.0#heading=h.5yuedjwzmzz8 NOTE: If necessary I'll personally provide these archives, including after they have been unpacked. I can guarantee you that none of these have any sort of malware. Inside of our Far Cry 3 installation is the data_win32 folder, inside of it are .dat & .fat file archives which contain different folders as well as the different file formats that the game uses. In order to open these archives, we can use https://www.nexusmods.com/farcry3/mods/5 Alternatively https://github.com/gibbed/Gibbed.Dunia2 There are multiple .exe's that are geared towards modding, which I'm far from knowledgeable about, one is supposedly for .XML editing In order to extract them, all that's needed is to just place the example.dat and example.fat file withing the Gibbed.Dunia2 Tools folder. After that we need to place the example.dat file onto the Gibbed.Dunia.2.Unpack which will open up a program pop-up window that is going to extract all of the files from the archive and create a example_unpacked folder which includes the different types of data like the .XML files, models, sounds, textures, etc... Far Cry 3 uses a "patch" system where putting in a new patch.dat and .fat file inside of data_win32 modifies the game, whether it be changing values, adding in new objects, etc... The 2 mods mentioned above utilize this method in order to change the Editor (IGE-In Game Editor). The specific file being edited is the object_inventory.xml which is a giant list of all the available models, NPC's, Vehicles as well as Directories which just neatly organize where models are found within the editor. The problem: Objects have different tags which I have no clue in figuring out, like how big the Bbox (Bounding box/Collision model) is or what are all of the materials an object can use (e.x. a Barrel can be black/red/blue/green), it seems to be some sort of internal setting since there is no mention of which colors/materials a object can use anywhere. Ideally a script would go over all of the folders and add in the content since doing it manually would be a painstaking process. Hopefully this has been helpful in some way, as I've said already I tried reaching out to many different people but unfortunately it seems that there isn't anyone around who could help me figure all of this out, I wish I was skilled enough to do this myself but this seems like my only option and place where I feel like I can ask for help. If there is any way that I can help, feel free to write so.
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In the Japanese version of this game there's an extra car manufacturer in Gemballa that was dropped for the International release probably because of licensing issues, the files are still in the game and swapping the Japanese executable into the Export version while it does glitch out the graphics, makes the Gemballa cars selectable once more, so I'm looking for the toggle to re-enable Gemballa cars in the executable in IDA Pro but found nothing, because I don't really know anything. I've included the Export and Japanese xbes as well as a WIP build of cxbx-r capable of playing the games since support is still early for the time being if someone wanted to test it for themselves. V322.xbe in the A folder must be copied to the root folder in order for the game to boot, and it of course needs the Chihiro firmware present and setup in cxbx-r in EmuDisk/Chihiro Just know that the controls are hardcoded to the keyboard in the wasd area, you must disable card r/w (unless you set up yacardemu which does work) and power steering. F1 and F2 are the service and test keys. xbes.zip Cxbx_D3D8I_Rev3.zip
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I'm new to modding and I want to modify the game characters in The Amazing Spider-Man 2 for Android. However, there isn't a QuickBMS script available for this game. I tried unpacking it normally, but the zip file only contains a limited number of files. I also attempted to decompile the APK to search for any keys, but it's quite challenging. i have attached the smali file for reference,Can anyone help me to proceed further? smali.zip
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