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I have been trying to Rip Models and Maps from this game for a while now. The steam user "tchaek" seems to have figured out how to rip the models as they have made Gmod models of the Monsters and Ghosts, they used their own python scripts. Is there anybody who knows how to do so. I have used Game Extractor to get all of the Textures, from the NPCs to the Map Textures.
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I've been interested in trying to rip the files for the Open Season videogame to unearth any unused files present for a couple of years, found some filenames for unused stuff like a wolf character among other things in the .UMD package file which the game requires in the Xbox 360, Xbox, and PC versions to even bootup (while also using .lin and liv files for packages (.liv being exclusive to the Xbox 360 version), PS2, GameCube and Wii have the contents of the .lin and .liv files included in the main .UMD package file that's required to boot the game up. Though there's been no way to view this stuff for 18 and a half years since the release of the movie and the tie-in game here. Here's files as samples from every version of the main Console/PC releases for research purposes from anyone willing to look into this, which would be really awesome. Versions included: Xbox 360 (North American Version) Xbox (North American Version) PC (North American Version) PS2 (1st European version (English, French, Spanish, Dutch) since it's the earliest final retail build of this release compared to the Scandinavian European PS2 version) GameCube (North American Version) Wii (North American Version) https://drive.google.com/drive/folders/1lTmfQnIQhtK099_aeYbiDBTHjNbwY7oh?usp=sharing
- 34 replies
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- gamecube
- open season
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I'm curious about the format. Anyone researched this before? 🙂 https://drive.google.com/file/d/1yVwSqgzOWvAS0D--63a-3g7rwExyLDj-/view?usp=sharing https://rewiki.miraheze.org/wiki/Disney's_Tarzan_FSD
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https://store.steampowered.com/app/4128260/Highguard/ Game appears to run with Unreal Engine 5.3, but the files within the content folders are encrypted with .meta files possibly responsible for the encryption.
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Anyelse know some about .xa audio files from the bugs bunny lost in time for pc version? any idea? , the unique info i know from this type file, is that, for example in audio data folder from game i found "speech.xa"so could be encoded in format ADPCM 4 bit, so what i did encoded a new file sound cleanest, im taked from ps1 extraction in wav format and sincronized in timeline im export with extension.vox a renamed in .xa,but didnt work, for case of the original file i tried decoded but sound not its very clean,be listening but with a lot of noise similar to a old radio, im import this original file in "audacity" to VOX ADPCM in frecuency 88200hz Mono for get audio sound in correct tempo, but sound contained these noises previously mecioned... maybe this file it was encoded or encrypt with special codified for this game or maybe not ,really i dont know..if you know something about types .xa files im apreciated any info .. anyway, thank.. for listen. speech03.rar
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I'm trying to figure out how to extract the .dat files in QP Shooting to translate it to English. (Not putting it in the Game Localization category as I do not need help with translation itself) QP Shooting is a bullet hell game released in 2004. It uses the Luna3D engine (pretty obscure Japanese game engine using DirectX, near impossible to find) About the Game Engine: From the game's main .exe file: Luna3rd Phase 10.20... 2003.07.29 Luna Homepage | twin-tail.jp/contents/luna/index.htm There's a game called Magical Broom Extreme made by the author of the engine. Might be helpful. The source code isn't included in "All Package", so you'll have to download that one separately from the rest. Self Extracting Installer | twin-tail.jp/contents/game/mbx/index.htm About the Game: QP Shooting Download (Trial, should be sufficient): daidai.moo.jp/dl.html Download is at the bottom of the list, 13MB. Right click and open as new tab for the Dropbox link to work. Presumably compiled with Borland C++. Checking the .exe in a hex editor shows some things: file names from the inside of the .dat files dat\st_00.txt through st_06.txt as previously listed, it uses Luna3rd Phase 10.20... 2003.07.29 along with that, it uses DirectX 8.1 And for the .dat files: some have a LAG/4C 41 47 file header (stg3.dat, stg4.dat, stg5.dat, stg6.dat) BMP converted to LAG (Luna image format) some have legible text, likely for filenames stg3.dat: "bgp_01", etc. (looks like main menu + UI stuff) stg4.dat: "face_mi01", "face_qp01", "face_qp02", "face_yu01", "face_yu02" (face sprites) the 2 letters before the last 2 numbers are in reference to which character's portrait it is stg5.dat: "cutin_01", "cutin_06" stg6.dat: (presumably) stuff relating to winning and bullet formations The later games made by the same developer use DXArchive from DXLibrary, but it's different for the older games. I figure I should link it just in case. (Source) / Link to DXLibrary
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anybody make Hex for file format cutscene model ps2 renderware enigne?
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Seems like Nihon Falcom made their own file format similar to .p3a archive format from YS X (international version). .pac file Sample.zip
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Psi-Ops is a short experience with an irrelevant story that I think would be sweet to make quick character mods for, especially since the game comes with unlockable outfits and characters for campaign use with mechanical changes compared to the base character. However, from what I understand it was built using a modified UE2 engine and no one really knows a whole lot about the formats. The game was actually released for free on PC, and after its parent company also ceased to be. Thus it should be accessible without any potential legal issue here <link removed> Watto's Game Extractor can seemingly extract data from the .w32 archives (which appear to contain the desired character data), and I asked Watto himself to take a look at "MAINNICK.w32" in the included attachment and he had this to say, Thus, I am now here! Inside of the "MAINNICK.w32" appears to be: .smsh (skinned mesh) .skel (skeleton) .tbx (texture) //guessing it's only a diffuse texture, game probably doesn't have more than that lol .tex (material) .strs (???) .vbx (???) //referred to as a "global vertex buffer" I also included MAINPK, as she's one of the unlockable skins, just incase there's potential variation as the aformentioned character is the base skin, which allows cutscenes and hitgrunts. In addition, i've also included what appears to be the games general containers (divided by language given the final character) which includes .mesh files, which I'm assuming is static mesh. Let me know if anyone is willing to make .bms and/or noesis import/export scripts (anything that would allow me to make character replacer mods) I'd be super grateful! Psi-Ops W32s.zip
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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! :)
- 23 replies
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- modding
- modding tools
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Version 1.0.0
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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.- 1 review
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- last of us
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Hello everyone, I have been struggling for some time to extract the assets from the .vfs file in the Steam folder of the game La Pucelle Ragnarok. I am trying to get the sprites of the game since some aren't on spriters-resource.com I tried using Ninjaripper, Renderdoc, Special K and Dragon Unpacker. The later gave results, but I only managed to get sound files. For the pictures, no matter the software, I only get some glitched, negative gray scaled or red scaled ones. My best bet is Quick BMS but I need the good encryption key... I tried this list of keys but the La Pucelle and NIS keys don't work with the Steam version of the game (NIS being the developer). I also tried with the PSP emulation ROM without success. After asking around, I got redirected to this website, would someone be able to help ? Mega link to download the relevant file Thanks for your interest ! 🙏
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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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Hello, I came here asking for help regarding the PC Steam game Sky: Children of the Light. I've been trying to get the model files to open inside of Noesis, but every file appears to be a .mesh file. Natively, this format couldn't be opened in Noesis, so, about a year ago, I've commissioned a kind person to make a plug-in that supports .mesh files ("fmt_mesh.py" in attachments). Issue is, the script throws an error every time I try to preview a model (sample files as examples). The creator no longer wants to work on the script, and I have gotten permission to share and edit it. If anyone has any knowledge of this, please give it a shot, I hope the plug-in is a good foundation for the models. fmt_mesh.py samples.zip
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The .mot file possibly contains a pack of animation files. Sample .mot file (give thanks to Ryn for this file) : .mot sample file .zip
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.minfo - Seems to contain names of the meshes used in .mmesh files. .mmesh - Model (and textures?) .sop - ??? .skeleton - Contains the bones for the model. Sample files here (give thanks to Ryn for the files) : pl0001 files.zip
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Hi there! I’m totally bummed to hear that ZenHAX and XenTAX are going away for good. Those forums were so great and I’m going to miss them very, very much. However, it’s a new beginning that I hope to take advantage of as new file hunters come here seeking information on files to extract and share with the world. Today’s topic I’d like to bring up are the sounds from two of LucasArts’ greatest games: Star Wars: The Force Unleashed and its sequel. The reason I’m bringing this up is that the game has a whole slew of sound effects locked away in its files, particularly the sounds of the Force and the lightsabers. Now there have been uploads of these sounds elsewhere such as Sounds Resource for the PC. However, those sounds are at 22500 hz and the sounds from the second game have not labelled with proper identification as the first game. My objective is to locate sounds from both games that are not only around 44000 hz or so, but are also properly labelled with identification, so as to avoid having to hunt for the proper sounds upon being ripped and shared. If anyone has access to these files from the Xbox 360 version of both games along with its sequel, please share what you have and I will see what can be done with them.
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