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  1. I've been looking at the animation and skeleton files for Godzilla Unleashed ps2 version, specifically Godzilla 2k's files. I know the game uses the same engine-the Spigot engine-as Rampage, even though it's a different version of that engine, the file formats are similar. After viewing the thread on Rampage's files, I was wondering if there was a way for me to reverse engineer and import the skeleton and animation files form Godzilla Unleashed into the Amateur Skeleton Hunter and Animation Recipe Cracker programs, so I can then export them. I have taken a look at the files with a Hex editor and it looks like it's encrypted or compressed and the files don't have any extensions, so I don't really know what format the animation files are. I do however see some patterns, but I don't what these patterns are referring to (idk if it's XYZ axis coordinates or keyframes). At least I know the skeleton is in .pwk format. I've attached the files to the post, if you guys want to take a look/crack at it. I've also found and attached a .bdg and .prx file titled "Game_Anims" in case that might be of use. It doesn't seem like there's any specific tools or a Noesis plugin for Godzilla Unleashed's files-if there is please let me know. I'm hoping if I could get some help here with reverse engineering the files to import into ARC and ASH. I'd strongly appreciate it. Godzilla2kandGameAnimisfiles.rar
  2. I'm trying to export and edit the models from this game. From what I understand so far, the game uses a 3D model archive-like format called TgMD. A TgMD file can contain multiple model parts, such as the character body, accessories, hair, masks, and other optional/variant parts. The textures seem to be TIM2-based, but with a different/custom header named K2Tx. They do not seem to be too unusual otherwise. The format appears to store several things together: geometry, textures, UVs, possibly animations or animation-related data. Inside the TgMD, I have found a few different block types: KMDs = main geometry/model data KMDp = additional parts, details, variants, hair, face parts, etc. Some models do not seem to have KMDp blocks. (Models have bones too) K2Tx = texture data, apparently 8bpp indexed textures with palettes TEXx / KMTv = texture/material-related data, and possibly animation-related data Im not that good with coding or with dealing with unknow 3d formats, but the more confusing to me was the UV and textures part. Any help would be appreciated. Samples.zip
  3. 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.
  4. I'd like to be able to modify the 3D models in this game, but to do that I need to be able to extract and import them. So far, what I've noticed is that their header is always (54 67 4D 44) [TgMD], the animations always seem to have the header (4B 4D 44 73 71) [KMDsq], while the textures are basically TM2 with the header (4B 32 54 78 80 00 00 00 80 00 01 00 80) [K2Tx€] located at the end of the model. It seems quite simple and organized, but so far no program I've tested has even been able to read it. What I also know about the game is that the models were made in Softimage, and the engine seems to be a custom Renderware engine; I imagine the model is designed to take advantage of the PS2's fast memory. I don't know if there's an easy way to edit them in Blender or another program, but if anyone can help in any way they can, I would appreciate it. Here is one model of the game. Tenchu PS2.zip
  5. 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
  6. Hello, I would like help extracting files with the correct names from the file OUT2.CAR. I can see a list with the paths and names in the file SLPS_254.40 (22C3A8), but I haven't found the offset or size to extract them. Here is the link to the files: https://mega.nz/folder/uYsgiYgR#kGVm9F9NGNfPBkKurdtHdQ. sorry about the size. I appreciate any help.
  7. Any tools for TGA / VRLE files from Syberia (PS2) (SLES_513.93)? https://rewiki.miraheze.org/wiki/Microids_VRLE Seems to be using some custom RLE compression. Syberia_PS2_TGA_Samples.zip
  8. Hello, can anyone check these file formats to see if you can extract anything from them? I’ve already tried without any luck, but I figured some of you might know. This link contains the dump I created, so you can skim through the files and take a look. If possible, could you also suggest or maybe even create any plugins or tools that might help open them? https://drive.google.com/drive/folders/1kqHk6ULPWuRH6yAyc3tQuH_Vlivf8ysB?usp=drive_link
  9. Hello all, I'm new to ResHax. And I'm opening up a new topic here because I would like to see if it's possible (if anybody wants to help me out) to rip the 3D models from this very strange and beautiful PlayStation 2 party game only released in Japan called Super Galdelic Hour. Me and a discord friend of mine managed to extract the game's data from the DATA.BIN/DATA.FAT files, and inside were a bunch of unique file formats that the game uses such as .EGG, .SEQ, .VUG, .VU1, .VU0, .MOT/BIN, and .BD/HD/SD. Each file format has a different purpose as explained down below. EGG: This is for graphics and textures. (Special thanks to BoringHexi for helping me extract all of the game's graphics and textures!) SEQ: Camera animations maybe. VUG: This stores the 3D geometry for each character and piece of scenery in the game. VU1/VU0: This stores 3D geometry for objects and miscellaneous models. MOT/BIN: Animations! BD/HD/SD: This is for audio, sound effects and voice clips while SD files are used for sequenced music. Our main focus for this topic is ripping the 3D models of the characters, objects and scenery from the .VUG/VU1/VU0 files, and maybe animations from the .MOT/BIN files. The ZIP file attached down below contains all of the necessary files that I pulled from the extracted game files for the topic. If anybody wants to help me out with this as a collaborative effort, feel free to be my guest as that would be much appreciated! galdelic_vu_files.zip
  10. It's not your typical .CPK file. I've tried several programs like CriPak, Game Graphic Studio, UniExtract, and even BMS scripts. Looking at the hex data, you can see that there is a chunk at the beginning containing a lot of data that I cannot read (Image 1), followed by a cut and then what appears to be a .PBL header (Image 2) I think that it contains several PAK files inside. Using publicly available programs on GitHub, I was able to obtain the names of some of the game's assets. It appears to use a similar structure to other Choro Q games. Sample TANK.rar
  11. anybody make Hex for file format cutscene model ps2 renderware enigne?
  12. 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
  13. The compression issue I was having is solved. If you want to mod this game. Make a backup of the main AFS container. You will need to edit the main AFS container or copy that you created in a hex editor of your choice. Remove all the bytes before the AFS header, save it, then use whatever AFS extractor tool you like . Some popular gui based AFS extractors don't auto rename so you will not be able to get all the CHR files out. BMS scripts will give you blank file names. After, you can take any CHR container and use the script I placed here to extract the files then do a lite fpack decompression. After, you can use DragonFF to import models. Animations are TMO and AMN Renderware. There are blender plugins for it. To reimport your changes if you are modding. You will need to copy the original file's header section and use gntools to repack your files into an FPK then replace the start of the file with the original header so the game will read the file correctly. Don't forget to rename the file correctly as well. I couldn't find a way to delete the post so I am replacing it with the solution. The elf file for this game made it seem more complicated than it was.... Reimporting back into the game is possible and functional. This method will work on a few other Capcom games that use renderware on PS2 and PSP. Some editing won't work unless you modify the logic for the moves. Custom animation importing and model replacement works. I guess this post can be deleted unless the solution is fine to leave here. kenichi_chr_unpack.py
  14. Basically this character is a boss that you are never shown in-game due to story reasons however im 99% sure she has a model because you can see the silhouette during gameplay. I just want to see her model, doesn’t even have to be extracted. But I’ve found no luck trying to do it myself. My ideas were model extraction or using a free camera in-game. I use a mac so have had no luck with apps to help with this (don’t/can’t run on mac). Ive had no idea where to ask for help with this so I hope this is the right place.
  15. How do I decompress CMP files from this game? I need to extract model data. Any help would be great, thanks! cmp.zip
  16. i need help with a custom texture format to unswizzle for the ps2 game NANA. If you could help me achieve this in any way it would be a great help as i could get to work on fantranslating the game. I am putting a 65$ USD LTC/BTC bounty on anyone who can successfully unswizzle this format, and it will be paid to the first person who can provide the function or proof that they can unswizzle the current texture format. Please contact me on my social platforms for this : @mxlg on discord and @mxlgborn on telegram. This image ^ is what i got in tile molester, from using 8x8 block size 32bpp RGBA, on 2 dimensions with the custom block size. i still see the swizzling, and also i have this image with 24x24: also here is the sample files you can test in tilemolester or any file explorer: https://www.mediafire.com/folder/gx88877fgxwye/NKT The issues are the unswizzle method. The pallete starts at 0x1A0 and the texture at 0x5A0. The width and the height it seems is 256x512, the color depth is 8bpp.
  17. There are at least two types of i3d file formats, used within the .i3d files used in ape escape 3 and Rule of Rose uses .i3d files in .mdl files. I3D_BIN: Mesh ✔️ Bones ✔️ Skin ❌ I3D_I3M: Animation ❌ Tools: https://github.com/Durik256/Noesis-Plugins/blob/master/fmt_i3dg.py - Supports meshes. fmt_RuleOfRose_PS2__i3d.zip - Supports bones (made by Bigchillghost from xentax, reuploaded into reshax for quicker accessibility)
  18. Hello! This game has made me waste a ton of time on the web; I was wondering if anyone here might know more! The game is called Automodellista, a cartoon-style PS2 game with a racing theme. I'm interested in the track models because they look awesome! The main goal is to get the files into Blender. The tracks and cars are in binary format, they do not have any particular extension as you can see in the images. Inside the files it is possible to see traces of textures in TIM format. This is what the files extracted from the AFS container look like. I did this test extraction of the .ICO file (with imageHeat)
  19. Would like some help with these Gran Turismo 4 image formats - I like this series - I extracted the files a while ago and they are all in the compressed file I have left here. Please, if anyone knows how to convert these images to PNG, DDS or JPG I would appreciate it!! I read that they are in a format called "tex1", I tried to convert it with some tools but I haven't found the solution!😊 gt4.zip
  20. Hi everyone, I'm trying to figure out if there's any way to open, extract, and modify the content contained in these files for this game. Unlike the PC-only version, which is a moddable game, the console version appears to contain assets that would later be reused in the version developed by ISI, Image Space Incorporated, the same company that created rFactor, reusing the same engine. But getting back to the previous topic, I've noticed that both .CCD and .VSO files are some kind of file with encoded data, like the CCD, which should contain textures, models, and shaders for the cars and tracks. The .VSO files are generally for scripts, but I won't talk much about those because they're not my current interest. If anyone would be willing to help put together a QuickBMS script or useful tool to open this, I'd be happy to create a patch or future mod! :) Note: These textures, are from the Gamecube version!
  21. love it or hate it Metal Slug 3D PS2 (2006). I just need to extract pak file so I knew there are 3d models of enemies and vehicles in the 2006 game but I couldn't extract it I used BMS quickbms https://aluigi.altervista.org/bms/metal_slug_3d.bms it only works only DATA file and the folder in the iso metal slug 3d ps2 doesn't have it! help please !
  22. Hey everyone, I'm currently reverse engineering NCAA Football (PS2, developed by EA Tiburon) and have run into a proprietary 3D model format used throughout the game: .DMF. From initial inspection, this format appears to be used for player models, helmets, coaches, and possibly stadium objects. The files aren't standard formats like OBJ or MDL, and I haven't found any documentation on them. I'm trying to fully reverse the format to export/import geometry, UVs, materials, and possibly skeleton data. models.zip
  23. I've been chipping away at this for... Weeks now? I've been making improvements to the program called StudioCCS which is a model viewer/exporter for the .hack games. My primary focus is the original series' model animations. I have had some successes - characters largely now look a little bit off rather than twisted and deformed. I have, however, hit the limits of my understanding. An archived XenHax post indicates these use standard PS2 vif tags, and despite reading over the linked posts (through the wonders of the Wayback Machine), I still don't know what I can do. I've had some successes with fixing some of the rotation values so things don't look like garbage, and implemented a few things like exporting a current scene and exporting all animation data. A lot of what I've done is a little hacky, for now, and my code is a mess of commented out attempts and whatnot. My repo is here, and does include a built version in the bin/Debug folder (it's how what I forked from what doing, so I stuck with it): https://github.com/taarna23/StudioCCS I'm attaching 3 character models that the program will load. I hope someone will be able to help. ccs_chara_models.zip
  24. So, I have been trying to make a script to generate .Obj files automatically from the game's psp files. To explain all the details: A .psp contains the meshes, animations and textures of a single 3D object. And they look something like this: The meshes are stored in .PSO files, while the animations are in .PSA, and the textures in .PSI (don't care about those two yet). Since there can be multiple meshes, textures, and animations in a single file, information like what texture corresponds to what mesh and such is stored in a .PSM file: I haven't really tried to check what the list of floats could possibly mean for the meshes so far. I have no idea. Alright, and here is what the PSO files look like, finally: Using the triangle strip algorithm from @Sparagas 's triangle generator in my script, I have managed to somewhat successfully re-construct the individual meshes from the .pso files: If you look closely, though, you can see there are these ugly triangle spikes coming out of the model. But if you look even closer, you can see the mesh is actually full of them: (There are also a lot of overlapping faces but that's another thing) From my understanding of tri-strips, this is probably intended? The result is good enough that my guess is the developers used a sub-optimal tri-strip conversion algorithm, and all these spikes aren't actually meant to be displayed, which is why most of them are inside the mesh and not outside. This doesn't explain what's up with the ones outside though. And, another problem: some of the models are missing a few faces! You can see on the top picture that the gun and the parallelogram-thingy have holes on their surfaces. But HoiHoi-san's head doesn't seem to have any. Weird! So, all that's left is figuring out: If there is a way to make all the visible spikes go away Why the missing faces If there is a way to fix the overlapping faces And all of this should be able to be done by a script, of course. I'll leave the raw .psp, .pso, and .obj files if anybody wants to take a look. And also my python script (it requires Open3D, which was a pain to install and is pretty resource heavy, if you can adapt it to something else I highly recommend you do that instead LOL). I'll also leave the textures here if anyone wants to figure that out. pointVisualizer.py HoiHoiFiles.7z
  25. Hi all! New hear so apologies if this is the wrong place to post this. I'm looking at modding one of my beloved games, Gundam Vs Zeta Gundam. I have half a decade of modding experience (not a lot) but PS2 games? Well they're proving a headache and a half for me so far. TL;DR What I need; STATS DISPLAY NAMES An explanation on how to edit textures (link to other resources if possible to save you lovely lot your time) EXTRA AVAILABLE ADDITIONS REMOVING SPACE RESTRICTIONS The File Folder System within the ISO is as follows: I've been able to look into the ISO from the disc and have made backups. The DIR and System files (as far as I'm aware - and I'll be saying that a lot) are relatively unimportant. I'd assume they just tell the PS2 where to look. Z_ADX is just full of BGMs and VA work, cool, but not what I'm looking for. MODULE I believe is how controllers and the such are handled? AFS_DATA is where I believe the model information is stored. There are a few TM2 Files which I've been able to look at but most of them are rather useless, such as Compressed Character Portraits and the such. They hold quite a few .bin files too, however they are labelled as "hit_set" "atk" and so on, which makes me think those are sound effects. I assume the rest of the .bin files are textures for the Mobile Suits themselves. There are many .pmf .ptx .slw .snd and .pzz files in between too, all of which I've had a hard time looking through, or even figuring out what they are meant to be (I saw someone made a plugin for blender that reads these .pzz files which is unfortunately unavailable). Well then, that leaves me with the SLUS file. an ELF file which I can get a good idea of what I'm looking at most of the time. The main SLUS ELF file holds quite a few string names. Most notably, all of the strings of the Mobile Suits Names. The Issue here is, they all appear to be linked to just the Gallery mode. Their previous game; Federation Vs Zeon, lacked this Gallery mode and what would you know? These strings are not there. I'm having a seriously hard time even finding the true Display Names for these mobile suits. I've been able to find elements which call in animations for Ground, Jumping etc. Attacks, but nothing more substantial. The game contains things like tanks, aircraft, battleships and the like which only the AI can pilot, and even if that is a game restriction, being able to spawn them in versus mode would be a lot of fun. A big thing is that the game also limits these Units (as per the lore) from fighting in certain conditions. For instance, a Ground based unit can't fight in Space, makes sense but this is a game, and it would be fun to change that. I'm aware there's probably custom animations provided to these space going units however they are seen fighting on Low Gravity asteroids and Lunar Surfaces, in which case they share the exact same animations as if on Ground, just a touch slowed down. Changing the cost of each Unit, damage each weapon does, so on so forth is something I'd love to do. I've spent over a week scrolling through each line of that ELF File to make sure I didn't waste anyone's time but I am seriously struggling here. The true end goal would be to be able to produce duplicates of Unit with different paintschemes and the such yet I'm struggling at even finding a link between models and so forth. Any help would be greatly appreciated. SLUS_208.rar
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