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Writing an off-shoot of this thread since there's another version of the game built by a different studio on an entirely different game engine: This version of the game was created by SCEE London Studio sometime around 2008-2010(?) and is created on a heavily modified version of the singstar engine. There are also references to an EyetoySDK found inside the game assets. The .model format they used seems straightforward enough with there being close to no compression or encryption at all other than the entirety of game assets being stored in the usual London Studio .PKF package. The characters skeletons seems to be stored separately in the .skel files, but I haven't really figured how that works yet. There's also the .resource and .scene files that's basically just a renamed .xml files containing a list of external resources like textures and shaders the model uses. Although I've made some progress figuring out the individual mesh group offsets via model researcher, I am unfortunately not well versed enough in 3D model reverse engineering to figure out stuff like bone indices, skin weights, blend shapes, or even creating an actual import plugin for blender. Any help with the creation of an importer or conversion tool would be much appreciated. I've attached the link to the publicly available beta build of the game and sample folders of both character and environment assets below. Build link: https://hiddenpalace.org/Until_Dawn_(2010_demo) lori.zip pilot.zip
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So I just managed to extract the game's very big SDAT file and unfortunately this game uses a unique PSARC format, so I asked Codex to write a python script for me, and it surprisingly works, I promise that I followed Rule 17, While the other graphics for this game extract just fine, it is just the font graphic files that are being a pain, Tools that read GTF files like Imas-Archive can't open these font graphic files, since they use a unique GTF format for the font graphic files, and since the GTF format used for the font graphic files is extremely complex, Codex on Cursor can't write a script to properly extract these font graphic files, and only people who are great at reverse engineering file formats for games can know how to extract them, I have sent a font graphic file compressed to a ZIP file to help people with that, and if you want to try the python script I made with Codex, I also sent it as well, That's all. helvetica24.zip psarc_extractor_gui.py
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- book of spells
- font
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Hello everyone, I’m currently researching the internal asset formats used in NASCAR Unleashed, specifically the PS3 and Nintendo 3DS versions, and I’m hoping someone here might have insight or experience with these files. I have access to the game data and have identified what appear to be 3D model resources, likely including cars, tracks, or environment geometry. However, the formats are not immediately recognizable by standard 3D tools (Blender, Noesis default loaders, etc.), and the file headers suggest they may be custom or lightly modified engine-specific formats rather than something standard like FBX, OBJ, or COLLADA. Some technical observations / questions: The PS3 version appears to use big-endian data, which is expected, but I’m unsure whether the models are stored as raw vertex buffers or wrapped in a container format. The 3DS version seems to use a separate asset layout, possibly with GPU-ready data optimized for the PICA200 pipeline. I suspect the engine may be related to Behaviour Interactive / Eutechnyx tech, but I haven’t found any confirmed documentation on their asset pipelines for this title. Textures appear extractable, but model data may be interleaved, compressed, or referenced via lookup tables. If this helps, i would like to mention that the game is made by Firebrand games using their in house Octane game engine. What I’m looking for: Any existing tools, scripts, or plugins that can parse or open NASCAR Unleashed model files Suggestions for reverse-engineering approaches, such as known libraries to try in Noesis, QuickBMS, or custom Python/C++ parsers Information on whether these assets are stored as: Platform-native GPU buffers Serialized engine objects Containers referencing multiple sub-assets (mesh, skeleton, materials) Even partial progress—such as confirming vertex layouts, index buffers, or skeleton data—would be extremely helpful. If anyone has worked on similar NASCAR titles or adjacent engines from the same era, I’d appreciate any pointers. Thanks in advance, and I’m happy to share findings if this leads anywhere productive. Sample.zip
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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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- arkham origins
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Wangan Midnight PS3 models (.car .whl .dat .mdl etc)
UndercoverBoy833 posted a topic in 3D/2D models
follow-up topic after I extracted Wangan Midnight PS3 archive using TXRExtractor, you can check the topic thread if you want: so I came across various files which are model/texture related. Is there any way to rip them to a readable form? Brake.7z cha_akio.7z tire.7z p964.7z p964_shima.7z -
I extracted the Gran Turismo 6 PKG file. I don't know if that was the right method or another, but I have this folder that's 14 gigabytes in size and has a lot of subfolders. In image 1 you can see the main content, what came out of the PKG file. In the second, the folder, which I think is the most important, where all the files are. In the third, what is inside the folder in image 2. I tried a tool I found on GitHub (GTToolsSharp, by Nenkai), but besides only extracting the cars folder, it crashes with an error as soon as it starts: Unhandled exception. System.IO.EndOfStreamException: Unable to read beyond the end of the stream. at System.IO.Stream.ReadExactly(Span`1 buffer) at GTToolsSharp.Utils.CryptoUtils.DecryptCheckCompression(FileStream fs, Keyset keyset, UInt32 seed, UInt64 outSize) at GTToolsSharp.PFSVolumeUnpacker.UnpackPFSFile(FileInfoKey nodeKey, String entryPath, String filePath) at GTToolsSharp.PFSVolumeUnpacker.UnpackFiles(IEnumerable`1 fileIndexesToExtract, String basePFSFolder) at GTToolsSharp.Program.Unpack(UnpackVerbs options) at CommandLine.ParserResultExtensions.WithParsed[T](ParserResult`1 result, Action`1 action) at GTToolsSharp.Program.Main(String[] args) at GTToolsSharp.Program.<Main>(String[] args) The extraction leaves a file named "VER_INFO" with the following content: 20131111-130812 I don't know if the tool doesn't work with this specific version of the game or something else. The goal of all this is to get car and track models into Blender. As always. 😆
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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 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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- lu
- naughtybear
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