Jenny1367 Posted Saturday at 04:12 AM Share Posted Saturday at 04:12 AM (edited) Game link: https://hlr.163.com/ It now got some image files which are extractable but corrupted with Spiritovod's messiah texture extractor bms script I can provide the tool and more samples if needed, as this variant is still rare in the game files sample.zip Edited Saturday at 04:21 AM by Jenny1367 Link to comment Share on other sites More sharing options...
DKDave Posted Saturday at 12:31 PM Share Posted Saturday at 12:31 PM 8 hours ago, Jenny1367 said: Game link: https://hlr.163.com/ It now got some image files which are extractable but corrupted with Spiritovod's messiah texture extractor bms script I can provide the tool and more samples if needed, as this variant is still rare in the game files sample.zip 92.33 kB · 3 downloads The ZZZ4 segments are LZ4 compressed. The final image in your sample should look like this, but I'm not sure if it's 100% correct as it looks a bit strange. It should be easy enough to do a Noesis script to extract them, assuming all files use the same format. Link to comment Share on other sites More sharing options...
Jenny1367 Posted Saturday at 06:46 PM Author Share Posted Saturday at 06:46 PM 6 hours ago, DKDave said: The ZZZ4 segments are LZ4 compressed. The final image in your sample should look like this, but I'm not sure if it's 100% correct as it looks a bit strange. It should be easy enough to do a Noesis script to extract them, assuming all files use the same format. The format should be the same, here are some other samples for testing: These are kinda extractable with the original script but the dimensions are messed up sample.zip Link to comment Share on other sites More sharing options...
DKDave Posted Saturday at 07:11 PM Share Posted Saturday at 07:11 PM Based on the dimensions in the archive, these are the 2 largest from those extra samples. I guess these are right. Link to comment Share on other sites More sharing options...
Jenny1367 Posted Saturday at 07:26 PM Author Share Posted Saturday at 07:26 PM 15 minutes ago, DKDave said: Based on the dimensions in the archive, these are the 2 largest from those extra samples. I guess these are right. ah ok, is it possibleto ask how to change the script to make the first sample (the weird one) work? Link to comment Share on other sites More sharing options...
Solution DKDave Posted Saturday at 09:01 PM Solution Share Posted Saturday at 09:01 PM I just did a quick Noesis script to view and export them. That should work for you. I'm not sure about amending the script. messiah_texture.zip 1 Link to comment Share on other sites More sharing options...
Jenny1367 Posted Sunday at 04:04 AM Author Share Posted Sunday at 04:04 AM 7 hours ago, DKDave said: I just did a quick Noesis script to view and export them. That should work for you. I'm not sure about amending the script. messiah_texture.zip 815 B · 1 download Thank you very much! Also, Spiritovod's script got updated and now works with the newer formats as well >< Link to comment Share on other sites More sharing options...
wq223 Posted Sunday at 04:30 AM Share Posted Sunday at 04:30 AM (edited) 1小时前,Jenny1367 说: 热! 另外,Spiritovod 的脚本也已更新,现在也可以适用于较新的格式 >< 请允许我稍微离题一下,我修改了之前用于其他 messiah 游戏的存储库重命名脚本,以适应您提到的游戏:Painted Travelers in Time and Space,通过存储库,我能够恢复 90% 文件的原始名称和后缀,并将它们导入正确的文件夹 剩下的几个文件是脚本文件,这类文件的原始名称信息不包含在存储库中 我尝试将 lz4 的解压缩逻辑添加到脚本中,以便它可以直接处理未压缩的存储库文件,但是失败了,所以我删除了解压缩逻辑,当您运行脚本时,他要求您输入存储库文件,您应该输入已解压的存储库文件 您可以使用早期的 BMS 脚本进行解压,我试过了,他做到了 然后您可以使用我的脚本将哈希文件名重命名为实际文件名 resource.py Edited Sunday at 05:09 AM by wq223 1 Link to comment Share on other sites More sharing options...
wq223 Posted Sunday at 05:09 AM Share Posted Sunday at 05:09 AM 8 hours ago, DKDave said: 我刚刚编写了一个快速的 Noesis 脚本来查看和导出它们。这应该对你有用。我不确定是否要修改脚本。 弥赛亚_纹理.zip 815 号 · 3 次下载 Hello bro, can you add the processing logic of .4 (.astc format) and .9 (webp format), here only .4 uses lzma compression, in addition .6 is also set to .dds format, and all the converted textures are set to default flipping, e.g. ASTC_FLIP = True, DDS_FLIP = True If you do not flip it, the processed texture file will not be able to be applied to the model file Earlier I wrote the .4 and .9 conversion scripts, which can be used as some references Only .4 files use LZMA compression .6 files still use lz4 and are converted to dds .9 is uncompressed messiah_texture.py Link to comment Share on other sites More sharing options...
Jenny1367 Posted Sunday at 05:09 AM Author Share Posted Sunday at 05:09 AM (edited) 43 minutes ago, wq223 said: Allow me to digress a bit, I modified the repository renaming script that I used earlier for other messiah games to accommodate the game you mentioned: Painted Travelers in Time and Space, and through the repository I was able to recover the original names and suffixes of 90% of the files and import them into the correct folder The few remaining files are script files, and the original name information of such files is not included in the repository I tried to add lz4's decompression logic to the script so that it could directly handle the undecompressed repository files, but it failed, so I removed the decompression logic, when you run the script he asks you to enter the repository file, you should enter the repository file that has been unzipped You can use an earlier BMS script to unzip, I tried it and he did You can then use my script to rename the hash file name to the actual file name 资源文件 Thank you very much! This saves a lot of manual searching Edited Sunday at 05:14 AM by Jenny1367 Script download fixed itself Link to comment Share on other sites More sharing options...
Jenny1367 Posted Sunday at 05:13 AM Author Share Posted Sunday at 05:13 AM hmm just wondering, has there been any threads (maybe on xentax/zenhax) about those not identified files and csb? as examples below samples.zip Never had a clue what encryption these even are Anyways thank you so much for your help! Link to comment Share on other sites More sharing options...
wq223 Posted Sunday at 05:25 AM Share Posted Sunday at 05:25 AM 11 minutes ago, Jenny1367 said: 嗯,我只是想知道,有没有关于那些未识别文件和 csb 的帖子(可能在 xentax/zenhax 上)?例如以下 样本 根本不知道这些是什么加密 无论如何非常感谢您的帮助! The .csb file inside the folder should be the UI file format used by Cocos2D There should also be an additional .plist file and .json file, which should be used to disassemble the sprite in the texture In addition, the E206 in the folder is a script file, and you can use this script I wrote to extract them and use another rename script to restore them back to their original file names It's a bit badly written decrypt.py rename.py 1 Link to comment Share on other sites More sharing options...
Jenny1367 Posted Sunday at 05:34 AM Author Share Posted Sunday at 05:34 AM (edited) 16 minutes ago, wq223 said: The .csb file inside the folder should be the UI file format used by Cocos2D There should also be an additional .plist file and .json file, which should be used to disassemble the sprite in the texture In addition, the E206 in the folder is a script file, and you can use this script I wrote to extract them and use another rename script to restore them back to their original file names It's a bit badly written decrypt.py 2.31 kB · 0 downloads rename.py 5.5 kB · 0 downloads Thank you for clarifying, these are really helpful! Edited Sunday at 05:42 AM by Jenny1367 Missed up my files, no problem with the script Link to comment Share on other sites More sharing options...
wq223 Posted Sunday at 05:44 AM Share Posted Sunday at 05:44 AM 9 minutes ago, Jenny1367 said: 感谢您的澄清,这些真的很有帮助! Yes, the script works directly with the entire folder, you need to define the input and output folders in my script Here are the two files you provided after processing decrypt.zip 1 Link to comment Share on other sites More sharing options...
Jenny1367 Posted Sunday at 05:47 AM Author Share Posted Sunday at 05:47 AM 2 minutes ago, wq223 said: Yes, the script works directly with the entire folder, you need to define the input and output folders in my script Here are the two files you provided after processing decrypt.zip 2.57 kB · 0 downloads Yup I found out what I was doing wrong, the script is perfect. Thank you so much for your patience! Link to comment Share on other sites More sharing options...
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