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  1. 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
  2. Greetings everyone, Some of you might be aware that a prototype build of the cancelled Ps2 game Fear Effect 3 Inferno has been made publicly available by Sega Dreamcast Info. I have recently started to dig through the game's .WAD files, in hopes of finding more leftover content that is not accessible through normal gameplay. This might be helpful to get a better understanding of how far the Devs actually got and, (with a lot of wishful thinking) open up the possibility, for people with the right kind of expertise to build upon this vertical slice of the game. Since the game is running on the, back in the day, very popular Renderware Engine, I am more than confident that some of you fine folks will be able to crack this one. As a first approach, I started with the PCSX2 0.9.8 Texmod Method, which allows you to capture the game's geometry and textures through PCSX. While being quite an awesome tool if you want to do some 3D modelling, this method only enables you to grab assets that are actually loaded in during gameplay. Therefore, you won't find anything that you haven't already seen when playing the game normally. So no new discoveries on that front. My next intuition was to use some of the tools that have been developed for other Renderware titles such as GTA: San Andreas or Sonic Heroes. It seems that in terms of file structure, the game is built quite similar to the Ps2 Version of Rockstar's The Warriors. With Nick7's Warriors Texture Exporter I have been able to extract all the TXD files found within the Prototype build, which is already quite the win. Nevertheless, these .WAD archives contain quite a few more things that are worth extracting: Mainly the game's 3D models (.DFF), animations (.ANM) and Level Geometry (.BSP). The game's audio files might also be stored in here, but since Sega Dreamcast Info stated that the developers created a custom Playstation 2 audio module for the game, I doubt that these will be of much use for now. In that regard, it should be mentioned that no other Renderware or Game Extractor Tool, that I came across yielded any kind of usable results. This is likely due to the fact that, for some reason, Fear Effect 3 Inferno does not seem to rely on a .dir file to structure its contents. Furthermore, the nomenclature .WAD can refer to a multitude of different archive systems with absolutely no internal similarities. So no Source Engine, Id Tech or otherwise common WAD Extractors were able to produce anything from these .WAD files. Since no directory based Tool was able to decrypt these .WAD files, the only viable option I see now is to use a program like QuickBMS and extract the files based on their hexadecimal properties. While there are thousands of BMS scripts out there, none of the ones made for WAD extraction or Renderware games were able to get anything substantial from these WADs. The only BMS script that came close was mx_simulator.bms which managed to pull some of the file names but none of the corresponding data. And this brings me to the current state of this project: Having to figure out how to write a BMS script specifically for Fear Effect 3 Inferno. Naturally, I tried to follow the tutorial provided Struggleton! but this didn't get me very far. As you can hopefully see with these two examples, the WADs seem to begin with a listing of all the files they contain. The actual data of the files appears to be located much further down in the Hex table. Therefore, I have no idea where I should even begin to search for indicators or how to adress them in the script. If anyone here in the forum is able to help me out on this one, it would be very much appreciated. You can find all of the game's .WAD archives and the BMS scripts that yielded at least some kind of readable result down here: BMS Scripts.7z WAD.7z
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