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Rule of Rose (PS2) RPK / RTPK File

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sadikyo, posted Thu Aug 17, 2017 8:07 pm (25651)


Hello!

I'm wondering if anyone is able to help with the contents of RPK files that are used in Rule of Rose for PS2?

I have attached a sample (zipped) file, that I'm hoping maybe someone could help with?

Thank you very much for any assistance you can provide!
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sadikyo, posted Thu Aug 17, 2017 9:11 pm (25658)


Thank you so very much! You are the best! :)
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sadikyo, posted Thu Aug 17, 2017 11:46 pm (25661)


Sorry to be a bother but apparently some of the different rpk files are structured differently. See attached for another example - much simpler I think. But I don't know enough to know how to tailor the script to each situation unfortunately. I'm trying to learn as much as I can!
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aluigi, posted Fri Aug 18, 2017 9:32 am (25667)


Script 0.2 that should work better even with MOTIONPK.RPK
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sadikyo, posted Fri Aug 18, 2017 3:02 pm (25690)


Interesting. That was able to extract some pieces of data, but for some reason I am getting this result:

C:\bms>quickbms c:\bms\rule_of_rose_rtpk-2.bms c:\bms\premiere.rpk c:\bms\output4\

QuickBMS generic files extractor and reimporter 0.8.0
by Luigi Auriemma
e-mail: [email protected]
web: aluigi.org
(Mar 12 2017 - 15:03:46)

quickbms.aluigi.org Homepage
zenhax.com ZenHAX Forum
@zenhax Twitter & Scripts

- open input file c:\bms\PREMIERE.RPK
- open script c:\bms\rule_of_rose_rtpk-2.bms
- set output folder c:\bms\output4\
- the folder doesn't exist, do you want to create it (y/N)?:
y

offset filesize filename
--------------------------------------
00000880 132352 //cmntex/CMNTEX.RPK/bit8a
00020d80 132352 //cmntex/CMNTEX.RPK/bit8b
00041280 132352 //cmntex/CMNTEX.RPK/bit8c
00061780 132352 //cmntex/CMNTEX.RPK/bit8d
00081c80 132352 //cmntex/CMNTEX.RPK/bit8e
000a2180 16448 //cmntex/CMNTEX.RPK/noise
000a61c0 4294288960 //cmntex/CMNTEX.RPK/r_shadow

Error: impossible to write 0xfff5a640 bytes (total 0xfff5a640)
Check your disk space

Last script line before the error or that produced the error:
66 log NAME OFFSET SIZE

Do you know why this might be? Disk Space definitely isn't an issue.
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aluigi, posted Fri Aug 18, 2017 3:05 pm (25691)


A stupid typo in the name of a variable RPK_SIZE -> TPK_SIZE :(
Fixed in 0.2.1
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sadikyo, posted Fri Aug 18, 2017 3:26 pm (25695)


Perfect. Thank you!!!
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sadikyo, posted Fri Aug 18, 2017 7:01 pm (25704)


Ok one more question. It looks like the script extracts the files "too deep" - meaning it creates folders for certain files "alx.mdl" and then has data pieces inside that folder, but I'm wondering if the file itself is alx.mdl. Is there any way around this?

Thanks!

This is the file in question:

https://www.dropbox.com/s/0yb0uo42jbwrqvr/CHARA.7z?dl=0
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aluigi, posted Fri Aug 18, 2017 7:12 pm (25705)


What you get from the script is the maximum possible.
If it's an RTPK archive it gets parsed, otherwise it gets extracted as-is
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walisson85, posted Fri Oct 16, 2020 1:18 am (59480)


aluigi wrote:
What you get from the script is the maximum possible.
If it's an RTPK archive it gets parsed, otherwise it gets extracted as-is

There are a lot of files and I can't find the text files to translate... can you tell me if it's possible to translate this game? if so, can you tell me where the game texts are?
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Alvarezmd90, posted Tue Feb 09, 2021 1:30 pm (62095)


Bump.
Someone on Twitter named Murugo has figured out what the i3d format is.
The textures are all .tm2 format. So if you rename the extensionless extracted files from rpk's they will immediately have thumbnails. It's best to convert those to tga from Noesis.
https://twitter.com/MurugalStudio/statu ... 74433?s=20
Image

I've tried searching every corner of github and forums about i3d but I have no clue as to how these are compressed/encrypted. They don't have their regular content because Giants Editor won't open them either.
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Alvarezmd90, posted Fri Mar 26, 2021 12:21 pm (63046)


In case anyone is wondering. I've asked Murugo on Discord and he has added his tool on Github. Thanks to Murugo the format can now be converted to obj. https://github.com/Murugo/Misc-Game-Research
You need to install Python and install numpy within that. After you're done, you can simply drag and drop the rpk's into the extractor and drag and drop the mdl files into the mdl2obj.
Vertex color and armatures are not yet to be extracted. For environments especially it's the lighting that seems to be baked into vertex color. So we're still missing out on some cool looking shading.
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roocker666, posted Sat Mar 27, 2021 8:17 am (63076)


Alvarezmd90 wrote:
In case anyone is wondering. I've asked Murugo on Discord and he has added his tool on Github. Thanks to Murugo the format can now be converted to obj. https://github.com/Murugo/Misc-Game-Research
You need to install Python and install numpy within that. After you're done, you can simply drag and drop the rpk's into the extractor and drag and drop the mdl files into the mdl2obj.
Vertex color and armatures are not yet to be extracted. For environments especially it's the lighting that seems to be baked into vertex color. So we're still missing out on some cool looking shading.


That is amazing man!
I already extracted a few models with those scripts, it was a little bit confusing at first but now I understand the whole process.
Thank you for sharing the info and please send a big Thanks to Murugo! :)
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GatitoScavenger, posted Sat Sep 25, 2021 8:02 am (66636)


Cool
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