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ps3 (PS3) Ratchet & Clank: Future series terrain models "UFrags"
VELD-Dev posted a topic in 3D/2D models
Hey ! I figured out most of the structure of Post-Resistance 2 games made on the Insomniac Engine (or Luna Engine for the intimates), here's basically how it's made: The Zones have a specific section for them (this was discovered way before my discovery), 0x6200 and within this section, UFrags metadata are built up like this: [StructureSize(0x80)] public struct UFragNewEngine { [Offset(0x00)] public ulong tuid; [Offset(0x30)] public Vector3 position; [Offset(0x40)] public uint indexOffset; [Offset(0x44)] public uint vertexOffset; [Offset(0x48)] public ushort indexCount; [Offset(0x4A)] public ushort vertexCount; [Offset(0x50)] public ushort shaderIndex; } Credits: NefariousTechSupport So this is was figured by NTS, as far as I know, correct me if I'm wrong. Although, what I've discovered about them is that they DO NOT have a transformation matrix inside of them. Instead they ONLY have a position Vector3 of single precision floating point numbers. Their vertices are built up like this. This was also mostly figured out by NefariousTechSupport: [StructureSize(0x18)] public struct UFragVertex { [FileOffset(0x00)] public short x; [FileOffset(0x02)] public short y; [FileOffset(0x04)] public short z; //[FileOffset(0x06)] public ushort unkConst; // Idk maybe it's used for something [FileOffset(0x08)] public Half UVx; [FileOffset(0x0A)] public Half UVy; } This part is interesting because as you can see, vertices have a Vector3 of signed half precision integral numbers, commonly called "short". Of course, when they are placed as is in space, it makes very very odd results, to be fair the models are just gigantic. What NTS doing before is that they were dividing the value they obtained for each coordinate by 0x7FFF, as these were "short" integers, dividing by max and min value would probably make sense. Although doing that was making the models very very small, so a very very large quest of "finding the constant" began. NTS did all that great work, did a huge work to make R&C:Future worlds viewable, but this part was weird and they lost motivation. I then helped, and searched for that number. The constant that would help to have correct models. It took me 3 weeks to find it. After trial and error, trying to find transformation matrices and all this kind of stuff, I ended up by finding this number. The coordinates had to be divided by 256. Although, that done, there's still one issue that remains: There's huge gaps. The position I'm using, the one that is into the UFrags metadatas higher, is close, but not exact. This is where I need help. I can't figure why the position is approximate and not always the exact perfectly right one. Above that, the UFrags organization is still unknown for pre-R2 games, so all the games before Resistance 2 (Ratchet & Clank: Tools of Destruction, Rathcet & Clank: Quest For Booty, Resistance 1) I had a theory: This is their bounding position, used for the mesh culling. it seems to be common in these games, and I guess in all games. Please help me. -
Hi everyone. Question for you all. A developer that I know named Kiwifruitdev a few months back revived the PC version Arkham Origins Online multiplayer which can be found here: https://github.com/KiwifruitDev/arkham-revived He is wanting to revive the PS3 version but we have not had any luck finding "fireteam.net" text string the URL to redirect to his servers. I have looked inside of the EBOOT.BIN and the Multiplayer MP.SELF files to avail. Only thing I found was "GetFireteamBaseURL" in the both the eboot.bin and mp.self file via HxD editor tool. I would think it must be reading the url from another file somewhere within the game. If anyone would be interested to look into this that would be greatly appreciated. I attached a picture of the suspect files that I think where the URL may be able to changed but looks like .xxx format which neither me or kiwifruitdev are familiar with. Arkham Origins is Unreal Engine 3 game. Over the last few years many video games on the PS3 have been privately revived with their own operating servers which is darn cool for online gaming and video game preservation.
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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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Game is from PS3 era but used a familar format. I dont know what engine this ran on but it seems to be popular with Twisted Metal and other series. I was able to dump the .psarc files and get to some of the meshes but they are in .lu I can see some model data here in model researcher but still cant dial it in. I'm looking for something to batch dump these, armatures are not needed but would be nice. Samples https://drive.google.com/file/d/1aXTex8N6fvtGLVGmeJzcDYCXx4zrKdhS/view?usp=drive_link
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