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steel Battalion: Heavy Armor

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lolwatt, posted Fri Aug 25, 2017 3:53 pm (25862)


Hey,

This is a game developed by From Software - their other games have been explored, but not this one.
Anyway, I tried the Dark Souls tools and Armored Core scripts and I could not get the files extracted.
The extension (.bdt) is the same as all other games and I guess it should not be too different.

I have uploaded two .bdt samples here:

https://drive.google.com/open?id=0B2yGn ... 1VBVU9HV2M

Thanks! :)
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aluigi, posted Fri Aug 25, 2017 4:48 pm (25863)


I'm quite sure that there are smaller files with same name and different extension (like bhd or bhd5 and so on).
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lolwatt, posted Fri Aug 25, 2017 5:20 pm (25864)


aluigi wrote:
I'm quite sure that there are smaller files with same name and different extension (like bhd or bhd5 and so on).


Hi aluigi,
Thank you for having a look!

Yes, there are four .bhd5. One for each bigger .bdt file. (sfx_bin does not have one)
I just uploaded all the bhd5 to the same link.

I can upload the rest of the .bdt files if you need them.

Thanks!
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aluigi, posted Fri Aug 25, 2017 10:09 pm (25879)


I tried my original script for dark soul with one of the samples you provided and it worked, have you already tried it?
http://aluigi.org/bms/dark_soul.bms
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lolwatt, posted Fri Aug 25, 2017 11:40 pm (25882)


Well, this is kinda stupid, but I believe I tried another script... Your script works on all files!

I got all the .TPF and .BND, which leads me back to here.

.TPF are textures. No problem here.
.BND is another archive for .SMD, .FLVER and .HKX.

I found this code by chrrox on Xentax (https://forum.xentax.com/viewtopic.php? ... 2&start=16):

Code:
endian big
idstring "BND307D7R6"
goto 0x10
get files long
get start long
goto 0x20
savepos tbl
for i = 0 goto tbl
get unk01 long
get zsize long
get offset long
get unk02 long
get nameoff long
get size long
savepos tbl
math nameoff 3
goto nameoff
get name string
if zsize == size
log name offset zsize
else
clog name offset zsize size
endif
next i


It works on the BND, but I have to change the idstring on every file. Lol
Is there an easier way? I don't know very well what I'm doing. :)

bnd samples if you need them: https://drive.google.com/open?id=0B2yGn ... 0NUdGJEU3c

Thanks for your help.
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aluigi, posted Sat Aug 26, 2017 6:18 am (25891)


Sure, remove the idstring instruction :D
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PzKd, posted Fri Dec 07, 2018 11:33 am (41076)


Hi guys,

Did someone manage to make a full extraction ? If no, can you point me to the right tutorial to do it ? I have a full-year student project to make and I would like to remade the game ^^
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nervcorp, posted Mon Jun 13, 2022 6:08 am (72015)


Hey if it's alright I'd like to revisit this thread.
Does anyone here know how to handle .flver/.smds files. I've actually gotten a full archive extracted. I'm presuming most of they game's character models are located in they mdl_chr.bdt file hence I utilize they above tools to open and fully extract all they data in each .bnd file.
They current folder layout looks something like this;
Code:
[data] -> [model] -> [chr] -> [cXXXX] -> [outx360] -> [sibx360] -> cXXXX.flver / cXXX.smd 
                                                   -> [hkxx360] -> a00XXXX.hkx
                                                   -> cXXXX.tae 


I presume they .hkx are havok bone files, some folders have a large amount of these. Some have none. I'm not sure what they .tae's are, however they .flver and .smd I'm certain are they models. They issue is I can't open these .smds files in blender. I've looked up some other guides in relation to other FROMSOFT games (Dark Souls etc.). I've tried some of their methods like running they .flver through they BloodBroune-Models tool (it seemed to work on Dark Souls games.) which would then create a working .smd but to no avail. I've provided they full package mdl if any of you guys might know what's needed to properly open they .smds/.flvers.

mdl_chr.bdt-full-extract: https://drive.google.com/file/d/1r3ylzO ... sp=sharing

Thanks!
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