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[Help!]King of Fighters Maximum Impact .pak

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  • Replies 53
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Brilleas, posted Sat Feb 20, 2016 9:20 am (11544)


Hey aluigi
I I have try to open .pak file in KOF MI Because I wan't that model.But I try it but I don't sure it's archive or model.

This is simple file
https://mega.nz/#!2UsHkYTS
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aluigi, posted Sat Feb 20, 2016 2:21 pm (11552)


password
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aluigi, posted Mon Feb 22, 2016 1:05 am (11571)


The format is simple but the compression algorithm is unknown.
Is this the ps2 or xbox version?
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Brilleas, posted Mon Feb 22, 2016 4:50 am (11574)


This is ps2 version.because I used pcsx 2 to play that game.
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Brilleas, posted Wed Feb 24, 2016 9:45 am (11617)


Ah.Can you help me?
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aluigi, posted Thu Feb 25, 2016 4:19 pm (11633)


No algorithm = No extraction.
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Brilleas, posted Fri Feb 26, 2016 1:44 am (11647)


Ah.Alugi I found something about that file format.
It's can help to write script?

form GRAFs

Code:
Format Type : Archive 
Endian Order : Little Endian

Format Specifications
char {4}     - Header (DATA)
uint64 {8}   - null

uint32 {4}   - Number Of Files
// for each file
uint32 {4}   - File Offset

uint32 {4}   - Archive Size [-6]
uint32 {4}   - Unknown (400)

// for each file
char {2}     - File Header (PK)
byte {1}     - null
uint32 {4}   - Unknown (Decompressed Size?)
byte {9}     - null
byte {X}     - File Data


Form FATDUCK

Code:
fn int2bin val = (
  local ary = #()
  if val <-1 then val = 256    --convert signed byte to unsigned byte
  if val >= 128 then (append ary 1 ;val-=128) else append ary 0
  if val >= 64 then (append ary 1 ;val-=64) else append ary 0
  if val >= 32 then (append ary 1 ;val-=32) else append ary 0
  if val >= 16 then (append ary 1 ;val-=16) else append ary 0
  if val >= 8 then (append ary 1 ;val-=8) else append ary 0
  if val >= 4 then (append ary 1 ;val-=4) else append ary 0
  if val >= 2 then (append ary 1 ;val-=2) else append ary 0
  if val == 1 then (append ary 1) else append ary 0
  return ary
)--end fn int2bin

fn KOFdecompress fstream Usize = (

  debugmode=false
  clearlistener()
 
  local ctrlBits = #()
  local Ubuffer = #()
 
  do (
   join ctrlBits ( int2bin ( readbyte fstream #unsigned ) )
   if debugmode==true then (
    format "In: "
    for j in ctrlBits do format "%" j
    format "\n"
   )--end debugmode
   do (
    if ctrlBits[1] == 1 then (
     append Ubuffer (readbyte fstream #unsigned)
     deleteitem ctrlBits 1
    ) else (
     local len = 0
     local ofs = 0
     if ctrlBits[2] == 0 then (
      len = ctrlBits[3]*2 ctrlBits[4] 2
      ofs = (readbyte fstream #unsigned) - 256
      if debugmode==true then format "ofs: %\tlen: %\n" ofs len
      deleteitem ctrlBits 1; deleteitem ctrlBits 1
      deleteitem ctrlBits 1; deleteitem ctrlBits 1
     ) else (
      ctrlH  = readbyte fstream #unsigned
      ctrlL  = readbyte fstream #unsigned
      if debugmode==true then format "H: %\tL: % @ [%]\n" (dec2hex ctrlH) (dec2hex ctrlL) (dec2hex (ftell fstream))
      len = (mod ctrlL 32)
      if len == 0 then len = 1 (readbyte fstream #unsigned)
      else len = 2
      --ofs = ((mod ctrlH 32)*8 (ctrlL/32))*256 0xF8 (ctrlH/32)
      --if ofs > 0x7FFF then ofs = ofs - 65536
     
      --** KOF method--
     ofs = ((mod ctrlH 32)*8 (ctrlL/32)) (0xF8 (ctrlH/32))*256 - 65536


      if debugmode==true then format "Bofs: %\tBlen: %\n" ofs len

      deleteitem ctrlBits 1; deleteitem ctrlBits 1
     )
         
      --copy stuff here
      loc = ofs Ubuffer.count
      if abs(ofs) >= len then (
       for j = 1 to len do append Ubuffer (Ubuffer[(loc j)]) 
      ) else (
       for j = 1 to len/(abs(ofs)) do
          for jj = 1 to abs(ofs) do append Ubuffer (Ubuffer[(loc jj)])
       for j = 1 to (mod len (abs(ofs))) do append Ubuffer (Ubuffer[(loc j)])
      )--end if/else
     

       --for j in Ubuffer do format "%  " (dec2hex j)
       --format "\n"

    )--end if/else
    if Ubuffer.count >= Usize then exit
    if (ctrlBits.count == 0) then exit
    if (ctrlBits.count==1)AND(ctrlBits[1]==0) then exit
    if (ctrlBits.count <= 3)AND(ctrlBits[1]==0)AND(ctrlBits[2]==0) then exit
   ) while 1==1
   if debugmode==true then (
    format "Out: "
    for j in ctrlBits do format "%" j
    format "\n"
       --for j in Ubuffer do format "%  " (dec2hex j)
       --format "\n"
    format "\t[%]\nUbuffer: %\n\n" (dec2hex (ftell fstream)) (dec2hex Ubuffer.count)
   )--end debugmode

  ) while Ubuffer.count < Usize

  format "->%\n" Ubuffer.count
 
  return Ubuffer
)--end fn KOFdecompress
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aluigi, posted Fri Feb 26, 2016 11:26 pm (11660)


Hard to say, can't work on it and we don't know if it's really the compression of those files.
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aluigi, posted Sat Feb 27, 2016 12:36 am (11662)


Just checked the Xbox files, they are the same of PS2
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Brilleas, posted Sat Feb 27, 2016 2:57 am (11664)


Okay.first.I need to thank you anything about your kindness.
but.I have the last way and last question.
1.If it's not archive.But.It's .dff file with encrypted by SNK.How can I converter it.
2.Can you write this script to support UV Map?

script by 3dformat

Code:
log MEMORY_FILE1 0 0 ;
log MEMORY_FILE2 0 0 ;
log MEMORY_FILE3 0 0 ;
log MEMORY_FILE4 0 0 ;
log MEMORY_FILE5 0 0 ;
GoTo 0 0 ;
Math count = 0 ;
Math gt = 0 ;
Math Qprime = 0 ;
Math red = 0 ;
Math gin = 0 ;
SavePos found 0 ;
Get QT ASIZE 0 ;
For T = 0 < QT ;
GoTo found 0 ;
findloc OFFSET string "\x00\x00\x00\x05\x05\x01\x00\x01\x00\x80" 0 0 ;
If OFFSET = 0 ;
Math t = QT ;
Math twotest = 1 ;
EndIF ;
If OFFSET != 0 ;
GoTo OFFSET 0 ;
GoTo 10 0 SEEK_CUR ;
Get onetest Byte 0 ;
Get twotest Byte 0 ;
SavePos found 0 ;
EndIF ;
If twotest = 104 ;
Put count Long MEMORY_FILE1 ;
Math count = onetest ;
Math foxcount = count ;
Math foxcount -= 1 ;
Put foxcount Long MEMORY_FILE1 ;
Put onetest Long MEMORY_FILE1 ;
Put found Long MEMORY_FILE1 ;
Put found Long MEMORY_FILE4 ;
EndIF ;
Next T ;
Get mqa ASIZE MEMORY_FILE1 ;
Math mqa /= 16 ;




Math logic = mqa ;
Math logic -= 1 ;
Put 1 Long MEMORY_FILE5 ;
For qjk = 1 To logic ;
GoTo gin MEMORY_FILE4 ;
Get zlow long MEMORY_FILE4 ;
SavePos gin MEMORY_FILE4 ;
Get zhigh long MEMORY_FILE4 ;
Math ztest = zhigh ;
Math ztest -= zlow ;
If ztest > 36000 ;
Put qjk Long MEMORY_FILE5 ;
EndIF ;
Next qjk ;
Math logic = 1 ;
Put logic Long MEMORY_FILE5 ;

Get fivfiv ASIZE MEMORY_FILE5 ;
Math fivfiv -= 4 ;
Math fivfiv /= 4 ;







Math acera = 0 ;
For hs = 1 To fivfiv ;
GoTo acera MEMORY_FILE5 ;
Get zeblow long MEMORY_FILE5 ;
SavePos acera MEMORY_FILE5 ;
Get zebhigh long MEMORY_FILE5 ;
Math zeblow -= 1 ;
Math numberlow = zeblow ;
Math zeblow *= 16 ;
Math zebhigh -= 1 ;
Math numberhigh = zebhigh ;
Math zebhigh *= 16 ;
GoTo zeblow MEMORY_FILE1 ;
Get adjadj long MEMORY_FILE1 ;



GoTo zeblow MEMORY_FILE1 ;
Get minfox long MEMORY_FILE1 ;
Math minfox -= adjadj ;


GoTo zebhigh MEMORY_FILE1 ;
Get maxfox long MEMORY_FILE1 ;
Math maxfox -= adjadj ;

GoTo zeblow MEMORY_FILE1 ;
SavePos gt MEMORY_FILE1 ;
log MEMORY_FILE6 0 0 ;
For jjj = numberlow To numberhigh ;
GoTo gt MEMORY_FILE1 ;
Get min long MEMORY_FILE1 ;
Math min -= adjadj ;
Get max long MEMORY_FILE1 ;
Math max -= adjadj ;
Get nuv long MEMORY_FILE1 ;
Get loc long MEMORY_FILE1 ;
SavePos gt MEMORY_FILE1 ;
GoTo loc 0 ;
SavePos werefox 0 ;
For cvb = 1 To nuv ;
GoTo werefox 0 ;
Get Type1 Long 0 ;
Get Type2 Long 0 ;
Get Type3 Long 0 ;
SavePos werefox 0 ;
GoTo Qprime MEMORY_FILE2 ;
Put Type1 Long MEMORY_FILE2 ;
Put Type2 Long MEMORY_FILE2 ;
Put Type3 Long MEMORY_FILE2 ;
SavePos Qprime MEMORY_FILE2 ;
Next cvb ;
Math max -= 2 ;

For fff = min To max ;

Math fafter = fff ;
Math fafter = 1 ;
Math fafterafter = fff ;
Math fafterafter = 2 ;
GoTo red MEMORY_FILE3 ;
Put fff Short MEMORY_FILE3 ;
Put fafter Short MEMORY_FILE3 ;
Put fafterafter Short MEMORY_FILE3 ;
Put 0 Short MEMORY_FILE3 ;

Put fff Short MEMORY_FILE3 ;
Put fafterafter Short MEMORY_FILE3 ;
Put fafter Short MEMORY_FILE3 ;
Put 0 Short MEMORY_FILE3 ;
SavePos red MEMORY_FILE3 ;
Next fff ;
Next jjj ;
Get Zw3 ASIZE MEMORY_FILE3 ;
Math Zf3 = Zw3 ;
Math Zf3 /= 8 ;
Get Zw2 ASIZE MEMORY_FILE2 ;
Math Zf2 = Zw2 ;
Math Zf2 /= 12 ;
Math FaceNumber = Zf3 ;
Math VertexNumber = Zf2 ;
Math Snake = VertexNumber ;
Math Snake *= 12 ;
Math Dragon = FaceNumber ;
Math Dragon *= 8 ;
Math Sum = Dragon ;
Math Sum = Snake ;
Math meshmesh = Sum ;
Math meshmesh = 60 ;
Math QQQ = 60 ;
Math QQQ = Snake ;
Math QQ = 52 ;
Math qaz = 0 ;
Math wsx = 0 ;
log MEMORY_FILE6 0 meshmesh ;
For Vertex = 0 < Zw2 ;
GoTo qaz MEMORY_FILE2 ;
Get D byte MEMORY_FILE2 ;
SavePos qaz MEMORY_FILE2 ;
GoTo QQ MEMORY_FILE6 ;
Put D Byte MEMORY_FILE6 ;
SavePos QQ MEMORY_FILE6 ;
Next Vertex ;
For Face = 0 < Zw3 ;
GoTo wsx MEMORY_FILE3 ;
Get D byte MEMORY_FILE3 ;
SavePos wsx MEMORY_FILE3 ;
GoTo QQQ MEMORY_FILE6 ;
Put D Byte MEMORY_FILE6 ;
SavePos QQQ MEMORY_FILE6 ;
Next Face ;
GoTo 0 MEMORY_FILE6 ;
set M Byte 0x4D ;
Put M Byte MEMORY_FILE6 ;
set M Byte 0x4D ;
Put M Byte MEMORY_FILE6 ;
Math M = Sum ;
Math M = 60 ;
Put M Long MEMORY_FILE6 ;
set M Byte 0x02 ;
Put M Byte MEMORY_FILE6 ;
set M Byte 0x00 ;
Put M Byte MEMORY_FILE6 ;
set M Byte 0x0A ;
Put M Byte MEMORY_FILE6 ;
set M Byte 0x00 ;
Put M Byte MEMORY_FILE6 ;
set M Byte 0x00 ;
Put M Byte MEMORY_FILE6 ;
set M Byte 0x00 ;
Put M Byte MEMORY_FILE6 ;
set M Byte 0x03 ;
Put M Byte MEMORY_FILE6 ;
set M Byte 0x00 ;
Put M Byte MEMORY_FILE6 ;
set M Byte 0x00 ;
Put M Byte MEMORY_FILE6 ;
set M Byte 0x00 ;
Put M Byte MEMORY_FILE6 ;
set M Byte 0x3D ;
Put M Byte MEMORY_FILE6 ;
set M Byte 0x3D ;
Put M Byte MEMORY_FILE6 ;
Math M = Sum
Math M = 44 ;
Put M Long MEMORY_FILE6 ;
set M Byte 0x00 ;
Put M Byte MEMORY_FILE6 ;
set M Byte 0x40 ;
Put M Byte MEMORY_FILE6 ;
Math M = Sum
Math M = 38 ;
Put M Long MEMORY_FILE6 ;
set M Byte 0x64 ;
Put M Byte MEMORY_FILE6 ;
set M Byte 0x72 ;
Put M Byte MEMORY_FILE6 ;
set M Byte 0x61 ;
Put M Byte MEMORY_FILE6 ;
set M Byte 0x67 ;
Put M Byte MEMORY_FILE6 ;
set M Byte 0x6F ;
Put M Byte MEMORY_FILE6 ;
set M Byte 0x6E ;
Put M Byte MEMORY_FILE6 ;
set M Byte 0x6A ;
Put M Byte MEMORY_FILE6 ;
set M Byte 0x61 ;
Put M Byte MEMORY_FILE6 ;
set M Byte 0x6E ;
Put M Byte MEMORY_FILE6 ;
set M Byte 0x00 ;
Put M Byte MEMORY_FILE6 ;
set M Byte 0x00 ;
Put M Byte MEMORY_FILE6 ;
set M Byte 0x41 ;
Put M Byte MEMORY_FILE6 ;
Math M = Sum
Math M = 22 ;
Put M Long MEMORY_FILE6 ;
Set M Byte 0x10 ;
Put M Byte MEMORY_FILE6 ;
set M Byte 0x41 ;
Put M Byte MEMORY_FILE6 ;
Math M = Snake ;
Math M = 8 ;
Put M Long MEMORY_FILE6 ;
Math M = VertexNumber ;
Put M Short MEMORY_FILE6 ;
Math JumpJump = Snake ;
Math JumpJump = 52 ;
GoTo JumpJump MEMORY_FILE6 ;
set M Byte 0x20 ;
Put M Byte MEMORY_FILE6 ;
set M Byte 0x41 ;
Put M Byte MEMORY_FILE6 ;
Math M = FaceNumber ;
Math M *= 8 ;
Math M = 8 ;
Put M Long MEMORY_FILE6 ;
Math M = FaceNumber ;
Put M Short MEMORY_FILE6 ;
Get size6 ASIZE MEMORY_FILE6 ;
Math name = hs ;
string name = .3ds ;
Log name 0 size6 MEMORY_FILE6 ;
log MEMORY_FILE2 0 0 ;
log MEMORY_FILE3 0 0 ;
Math count = 0 ;
Math gt = 0 ;
Math Qprime = 0 ;
Math red = 0 ;
Math gin = 0 ;
Next hs ;


if it's have no way to get that.I'll wait for KOF XIV.and try it again.
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aluigi, posted Sat Feb 27, 2016 11:01 pm (11674)


That's not stuff for me, sorry.
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CaxUchiha, posted Sun Feb 28, 2016 2:04 pm (11683)


Hi aluigi, I searched some information about this format and some time ago I found a post in the fatduck's chinese forum where codeman made the question if there was a way to unzip/decompress the pak files for this game and he responded it:

"It use a kind of LZ for the compression! the method is in: http://gameresearch.5d6d.com/thread-147-1-1.html (Link down :() I think use comtype 8ing in Quickbms should decompress the files! Most 8ing games in PS2 use Renderware game engine."

I found that the Endian Order is Little Endian and also found this two topics on xentax with more information: http://forum.xentax.com/viewtopic.php?f=21&t=4604 http://forum.xentax.com/viewtopic.php?f=10&t=1387

I hope that this can help, I'm interested in extract 3d models from this game too. Thanks! :D
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aluigi, posted Sun Feb 28, 2016 5:58 pm (11684)


comtype prs_8ing crashes.
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Brilleas, posted Tue Mar 01, 2016 3:37 am (11704)


Quote:
Hi aluigi, I searched some information about this format and some time ago I found a post in the fatduck's chinese forum where codeman made the question if there was a way to unzip/decompress the pak files for this game and he responded it:

"It use a kind of LZ for the compression! the method is in: http://gameresearch.5d6d.com/thread-147-1-1.html (Link down :() I think use comtype 8ing in Quickbms should decompress the files! Most 8ing games in PS2 use Renderware game engine."

I found that the Endian Order is Little Endian and also found this two topics on xentax with more information: http://forum.xentax.com/viewtopic.php?f=21&t=4604 http://forum.xentax.com/viewtopic.php?f=10&t=1387

I hope that this can help, I'm interested in extract 3d models from this game too. Thanks! :D


How about file form game extractor?.It's model or not?
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chrrox, posted Thu Mar 24, 2016 10:00 am (12229)


Here id an old script i made to decompress those files using his code.

Code:
if (heapSize < 20000000) then
(
   heapSize = 200000000 -- allow ~ 40 MB instead of just 7.5 MB. Prevents "Runtime Error: Out of scripter memory"
)

fname = GetOpenFileName caption:"Open KOF Model File" types:"KOF Model File(*.dff)|*.dff"
f = fopen fname "rb"? ?--open file in read only format


fn PrintOffset Var =(
        local Var = Var
        print ("This is the offset 0x" (bit.intAsHex Var) as string)
        Var
    )

fn PrintCount Var = (
        local Var = Var
        print ("This is the Count 0x" (bit.intAsHex Var) as string)
        Var
    )

fn Readword fstream = (
    return readshort fstream #unsigned
)

fn ReadFixedString bstream fixedLen =(
   local str = ""
   for i = 1 to fixedLen do(
      str = bit.intAsChar (ReadByte bstream #unsigned)
   )
   str
)

struct Mesh_Info_Struct
(
   Mesh_Name,vertstart,vertend,vertcount,facecount
)
struct Offset_Info_Struct
(
   Section_Start,Vert_Start,Face_Start,vertsize
)

 fn int2bin val = (
  local ary = #()
  if val <-1 then val = 256    --convert signed byte to unsigned byte
  if val >= 128 then (append ary 1 ;val-=128) else append ary 0
  if val >= 64 then (append ary 1 ;val-=64) else append ary 0
  if val >= 32 then (append ary 1 ;val-=32) else append ary 0
  if val >= 16 then (append ary 1 ;val-=16) else append ary 0
  if val >= 8 then (append ary 1 ;val-=8) else append ary 0
  if val >= 4 then (append ary 1 ;val-=4) else append ary 0
  if val >= 2 then (append ary 1 ;val-=2) else append ary 0
  if val == 1 then (append ary 1) else append ary 0
  return ary
 )--end fn int2bin
 
 
 
 fn KOFdecompress fstream Usize = (
 
  debugmode=false
  clearlistener()
 
  local ctrlBits = #()
  local Ubuffer = #()
 
  do (
   join ctrlBits ( int2bin ( readbyte fstream #unsigned ) )
   if debugmode==true then (
    format "In: "
    for j in ctrlBits do format "%" j
    format "\n"
   )--end debugmode
   do (
    if ctrlBits[1] == 1 then (
     append Ubuffer (readbyte fstream #unsigned)
     deleteitem ctrlBits 1
    ) else (
     local len = 0
     local ofs = 0
     if ctrlBits[2] == 0 then (
      len = ctrlBits[3]*2 ctrlBits[4] 2
      ofs = (readbyte fstream #unsigned) - 256
      if debugmode==true then format "ofs: %\tlen: %\n" ofs len
      deleteitem ctrlBits 1; deleteitem ctrlBits 1
      deleteitem ctrlBits 1; deleteitem ctrlBits 1
     ) else (
      ctrlH  = readbyte fstream #unsigned
      ctrlL  = readbyte fstream #unsigned
      if debugmode==true then format "H: %\tL: % @ [%]\n" (dec2hex ctrlH) (dec2hex ctrlL) (dec2hex (ftell fstream))
      len = (mod ctrlL 32)
      if len == 0 then len = 1 (readbyte fstream #unsigned)
      else len = 2
      --ofs = ((mod ctrlH 32)*8 (ctrlL/32))*256 0xF8 (ctrlH/32)
      --if ofs > 0x7FFF then ofs = ofs - 65536
     
      --** KOF method--
     ofs = ((mod ctrlH 32)*8 (ctrlL/32)) (0xF8 (ctrlH/32))*256 - 65536


      if debugmode==true then format "Bofs: %\tBlen: %\n" ofs len

      deleteitem ctrlBits 1; deleteitem ctrlBits 1
     )
         
      --copy stuff here
      loc = ofs Ubuffer.count
      if abs(ofs) >= len then (
       for j = 1 to len do append Ubuffer (Ubuffer[(loc j)]) 
      ) else (
       for j = 1 to len/(abs(ofs)) do
          for jj = 1 to abs(ofs) do append Ubuffer (Ubuffer[(loc jj)])
       for j = 1 to (mod len (abs(ofs))) do append Ubuffer (Ubuffer[(loc j)])
      )--end if/else
    

       --for j in Ubuffer do format "%  " (dec2hex j)
       --format "\n"

    )--end if/else
    if Ubuffer.count >= Usize then exit
    if (ctrlBits.count == 0) then exit
    if (ctrlBits.count==1)AND(ctrlBits[1]==0) then exit
    if (ctrlBits.count <= 3)AND(ctrlBits[1]==0)AND(ctrlBits[2]==0) then exit
   ) while 1==1
   if debugmode==true then (
    format "Out: "
    for j in ctrlBits do format "%" j
    format "\n"
       --for j in Ubuffer do format "%  " (dec2hex j)
       --format "\n"
    format "\t[%]\nUbuffer: %\n\n" (dec2hex (ftell fstream)) (dec2hex Ubuffer.count)
   )--end debugmode
 
  ) while Ubuffer.count < Usize

  format "->%\n" Ubuffer.count
 
  return Ubuffer
 )--end fn KOFdecompress
idstring = readlong f
 size1 = readlong f
fseek f 0x10#seek_set
 newfile = KOFdecompress f size1
 exfile = (fname ".dec")
g = fopen exfile "wb"? ?--open file in read only format

 for a = 1 to newfile.count do (
    writebyte g newfile[a]#unsigned
 )
fclose g







fclose f
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Brilleas, posted Wed Apr 06, 2016 5:33 pm (12455)


Ah.This is for QuickBMS right? Or use in another program?
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MarioSonicU, posted Thu Apr 07, 2016 1:10 am (12460)


Brilleas wrote:
Ah.This is for QuickBMS right? Or use in another program?

I think chrrox' script is a MaxScript meaning it's for 3DS Max
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Brilleas, posted Thu Apr 07, 2016 1:49 am (12462)


Oh.thank you.and everyone for this case.
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Brilleas, posted Thu Apr 07, 2016 3:14 am (12463)


Ah.I have some question.It's dose't support .pak file?.And how to open it before use .dff file?
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Brilleas, posted Fri Apr 08, 2016 6:46 am (12473)


umm..... chrrox I got some problem.
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Szkaradek123, posted Sat May 14, 2016 1:57 pm (13362)


Hi
Here is blend file for import models from pak files for Kof 1 and Fof 2.
It requires to install Blender version 249b (32 bit) and Python 2.6.6.(32 bit).
Doubleclick file "Blender249.blend" and in Text Window press alt p to run script.

Finally i have got correct weights.
Here is a next update 2016-05-19

How use:
-select *.pak file and press import
-check new directory *_decompressed"
-if in new directory exist *.dff files - in Blender press alt p one more time and select *.dff file for import model
-*.txd open with PS2TXDViewer.exe
-for textured models use tga format and copy all images to folder where are dff files


I use code by fatduck to decompress pak files in 3ds max and solutions by yasmine from site http://forum.xentax.com/viewtopic.php?p=10470#p10470

Blender249[King of Fighters][PS2][pak][dff][2016-05-19].7z

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Brilleas, posted Mon May 16, 2016 9:39 am (13443)


Oh.Thank you.It's work!.But.It's have some bug about hair.It's lost when I've open some character.
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Szkaradek123, posted Mon May 16, 2016 10:08 am (13444)


If you can please pm me or public 2 or 3 files with missing hair
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