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Found 5 results

  1. Hello, all! I am writing regarding a file format I've been looking to rip for a while and have been unable to. (Specifically - These .geo files) An early dev build of one of my favorite games of all time, Oddworld Stranger's Wrath surfaced sometime last year and it has the source files for most of the content. This game was developed entirely within Maya. I have a VERY old Blender 2.49b script that uses Python v26 in order to import bundles and assets from the 2010 HD re-release of the game, however it has issues importing certain models even from that version, let alone models from the Xbox version or this dev version... I hope it helps so I'll upload the script I had for years here from M. Szkaradek123. Here is the script alongside Blender 2.49 as a standalone install (just drag and drop). I have uploaded the geo files here. Here is one region's bundle files in case this might be more helpful. Should also contain animations, skeletal data and textures within each .smb file. Thank you so much for your time, I really hope we are able to finally preview these assets!
  2. 1. G1M Folder to .Bin Is it possible for someone to create a tool to export .Bin files to .G1M (wich is the model format from the game) and import back to .Bin by selecting the whole folder? there is indeed a tool to export the Models.Bin files, wich is this one: https://github.com/yretenai/Cethleann/releases/tag/1.2.1 you can export them by dragging and dropping above the "Cethleann.Unbundler.exe", so we need more a import tool than a export tool, but if we had both in one it would be better. i tried to contact the creator of the tool to see if she could make the repacker but she said that she was not going to make because she had much stress with this game files as you can see, she gave the permission to use the Cethleann source code (https://github.com/yretenai/Cethleann/tree/develop/Cethleann.Unbundler) to make the repacker, can someone help us from the MUA3 Modding community? After Rabatini's MUA3 DECOMPRESSOR Tool, retextures mods are possible since the G1T files don't come in .Bin format after exporting them from the ZL_ files, and i found some tools from Dead or Alive 6 that works with MUA3 models, i can export them from the .G1M format and edit them on Blender and import them back to G1M. all we need now is a tool to import back to the game. i will be leaving the .Bin and the G1M files in here. MUA3Model.rar 2. .G2A Folder to .Bin .G2A is the animation file from the game. again, same situation from above, there is only a tool to export the animation (http://www.xnalara.org/viewtopic.php?t=1001) but this one is a little tricky since we need to rename the .Bin file to .Idxout, open the program, select the game "(PC) Warriors-All Stars (2017)", find the folder where the animationfile.idxout is in, click on ok, press "NO" for the first two questions and "YES" for the third one and ignore the rest. the animations will be exported. the main focus is the model tool, but if someone is up to make this one, we would be very grateful. MUA3Animation.rar we have tool/scripts to: Export and Import .Bin.ZL_ (the compressed file format from the game) Export Models (wich is in .G1M after you export from the .Bin) Edit Models on Blender (.G1M using Dead or Alive 6 plugins) Edit Textures (.G1T, using Dead or Alive 6 Texture Tools) Edit UI Stuffs (.KSLT using Fatal Frame Tools) Edit the Game's Font (G1N) basically all we need is those tools to almost complete everything. Data, Sound and Effects can wait for now. PLEASE HELP USSS
  3. Version 1.0.0

    5 downloads

    another script I was able to salvage for Ring of Elysium, not sure what this one was for I haven't got to it yet but throwing it up in hopes someone shares completed assets later.
  4. Version 1.0.0

    10 downloads

    bms script to extract files to view in noesis
  5. Version 1.0.0

    7 downloads

    this is a .py file just rename TXT to PY and throw in your noesis plugin folder. There's 2 days left for Ring of elysium to grab the assets. It's a huge pain but it works. Initially it had issues but I had Chat GPT fix some lines to the existing script and worked after.
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