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Zero Tolerance for Disrespect

Help with decompression xbox360 files [rx2]

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beedy, posted Mon Sep 02, 2019 11:23 am (50557)


Upload the rx2 you tried to open and I will look at it and update the script. What is the game?
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champon, posted Mon Sep 02, 2019 12:08 pm (50559)


I attached the textures I would like to convert.
Another question: I would like also to extract the so called "minikits", which have a .big extension, but I think they are a sort of dds files or other image files. I think there are something similar in NHL series, too, when you can choose the uniform to wear in game.
Any suggestion?
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beedy, posted Mon Sep 02, 2019 12:51 pm (50560)


I test both attached kit textures and it can be opened with NHL legacy script (v 1.1 in attachment). I tried open FIFA 06 kit textures but it gives error because there is another group of names (jersey, team, numberback etc..). I can bypass it changing fileType for names to b'\x00\x00\x00\x03' in script but but it gives "integer is required" error because third and fifth texture is unknown texture type 7B. I tried to guess it but didn't succeed.

tex_NHLLegacy_X360_rx2.py.zip

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champon, posted Mon Sep 02, 2019 1:07 pm (50561)


Thanks, it worked! Your NHL script solved the mistery.
Now if you could just get me any clue in order to open minikits files, it would be really appreciated.
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beedy, posted Mon Sep 02, 2019 1:10 pm (50562)


champon wrote:
Thanks, it worked! Your NHL script solved the mistery.
Now if you could just get me any clue in order to open minikits files, it would be really appreciated.


Upload the minikit so I will check it.
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champon, posted Mon Sep 02, 2019 1:19 pm (50563)


Here they come:
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beedy, posted Mon Sep 02, 2019 4:17 pm (50566)


Unpack minikit .big files with quickbms and ea_big4.bms. Four files appear in output folder. Add the file extension .rx2 to rw4xb2 files (file 2 in j0_00001.big and file 3 in j0_00005.big) and use the Fifa 08 script in attachment. This script works also the kit textures that you uploaded before. I can't update my NHL script for these files because it cause problem with NHL stadium files so better to have a different script for different games.

tex_FIFA 08_X360_rx2.py.zip

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champon, posted Mon Sep 02, 2019 5:11 pm (50569)


It works like a charm.
Thank you so much for the dedication you put working on these files.
All the best, mate!
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MITA996, posted Fri Sep 06, 2019 8:33 pm (50616)


beedy wrote:
Unpack minikit .big files with quickbms and ea_big4.bms. Four files appear in output folder. Add the file extension .rx2 to rw4xb2 files (file 2 in j0_00001.big and file 3 in j0_00005.big) and use the Fifa 08 script in attachment. This script works also the kit textures that you uploaded before. I can't update my NHL script for these files because it cause problem with NHL stadium files so better to have a different script for different games.

Beedy, is it possible to export model from rx2 file?
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beedy, posted Sat Sep 07, 2019 7:14 am (50623)


MITA996 wrote:
Beedy, is it possible to export model from rx2 file?

Yes, it is with the scripts I previously uploaded to this thread. (rx2 scripts.zip or mdl_FIFA06_rx2.py.zip). There is so many different files with .rx2 extension and I can't remember which script is compatible with which game.
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GHFear, posted Sat Sep 07, 2019 2:37 pm (50626)


MITA996 wrote:
beedy wrote:
Unpack minikit .big files with quickbms and ea_big4.bms. Four files appear in output folder. Add the file extension .rx2 to rw4xb2 files (file 2 in j0_00001.big and file 3 in j0_00005.big) and use the Fifa 08 script in attachment. This script works also the kit textures that you uploaded before. I can't update my NHL script for these files because it cause problem with NHL stadium files so better to have a different script for different games.

Beedy, is it possible to export model from rx2 file?


My advice would be to learn how to use 3D model researcher to get the models.
There is a HUGE amount of different types of renderware packaging formats for the 3D models inside rx2 archives, so making a script that works for all types would be very very time consuming.
But with some experience with 3D model researcher, you can export any 3D models you want.
Maybe, in the future, if either Beedy or me takes the time to list every single type of renderware4 3D model header ID, then we could automate the process, but for now, I would say to use 3D model researcher when Beedy's scripts don't work.
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MITA996, posted Sat Sep 07, 2019 5:39 pm (50628)


GHFear wrote:
MITA996 wrote:
beedy wrote:
Unpack minikit .big files with quickbms and ea_big4.bms. Four files appear in output folder. Add the file extension .rx2 to rw4xb2 files (file 2 in j0_00001.big and file 3 in j0_00005.big) and use the Fifa 08 script in attachment. This script works also the kit textures that you uploaded before. I can't update my NHL script for these files because it cause problem with NHL stadium files so better to have a different script for different games.

Beedy, is it possible to export model from rx2 file?


My advice would be to learn how to use 3D model researcher to get the models.
There is a HUGE amount of different types of renderware packaging formats for the 3D models inside rx2 archives, so making a script that works for all types would be very very time consuming.
But with some experience with 3D model researcher, you can export any 3D models you want.
Maybe, in the future, if either Beedy or me takes the time to list every single type of renderware4 3D model header ID, then we could automate the process, but for now, I would say to use 3D model researcher when Beedy's scripts don't work.

I wanted to learn. And I'm doing my best to figure out where to start when I open the hex editor. I know how to use blender very well and make own models. But It's harder to export somr model :(
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TelegafifaCP, posted Fri Feb 07, 2020 1:16 pm (53834)


beedy wrote:
MITA996 wrote:
Beedy, is it possible to export model from rx2 file?

Yes, it is with the scripts I previously uploaded to this thread. (rx2 scripts.zip or mdl_FIFA06_rx2.py.zip). There is so many different files with .rx2 extension and I can't remember which script is compatible with which game.

Thank you for your outstanding scripts. fifa 2006 models works perfectly, but fifa 2008 xbox 360 sadly no. Could you see please
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Wak, posted Tue Feb 11, 2020 1:24 am (53918)


beedy wrote:
MITA996 wrote:
Beedy, is it possible to export model from rx2 file?

Yes, it is with the scripts I previously uploaded to this thread. (rx2 scripts.zip or mdl_FIFA06_rx2.py.zip). There is so many different files with .rx2 extension and I can't remember which script is compatible with which game.

Beedy, are it possible make it for Def Jam Icon? cause now rx2 scripts.zip don't work.
here is samples:
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beedy, posted Tue Feb 11, 2020 2:55 pm (53926)


Wak wrote:
beedy wrote:
MITA996 wrote:
Beedy, is it possible to export model from rx2 file?

Yes, it is with the scripts I previously uploaded to this thread. (rx2 scripts.zip or mdl_FIFA06_rx2.py.zip). There is so many different files with .rx2 extension and I can't remember which script is compatible with which game.

Beedy, are it possible make it for Def Jam Icon? cause now rx2 scripts.zip don't work.
here is samples:


The format is too different to get it work with minor changes. I takes me hours or days to analyze the format. I will look at it some day but now I have't enough time.
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Wak, posted Tue Feb 11, 2020 3:57 pm (53927)


beedy wrote:
Wak wrote:
beedy wrote:
Yes, it is with the scripts I previously uploaded to this thread. (rx2 scripts.zip or mdl_FIFA06_rx2.py.zip). There is so many different files with .rx2 extension and I can't remember which script is compatible with which game.

Beedy, are it possible make it for Def Jam Icon? cause now rx2 scripts.zip don't work.
here is samples:


The format is too different to get it work with minor changes. I takes me hours or days to analyze the format. I will look at it some day but now I have't enough time.

Sadly, anyway thank you for reply
I try to get models from that game since 2008,
like my little dream:)
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beedy, posted Tue Feb 11, 2020 4:57 pm (53930)


It isn't that different that I thought. I will try it in the next few days.
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Wak, posted Tue Feb 11, 2020 5:10 pm (53931)


beedy wrote:
It isn't that different that I thought. I will try it in the next few days.

awesome, I will wait your achievements ;)
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beedy, posted Wed Feb 12, 2020 11:24 am (53954)


I edit the script for Def Jam but unfortunately get it work with first geometry file from tops_hoodiezipup_model.rx2. Problem is amount of faces that does not match the vertexgroups. tops_hoodiezipup_model.rx2 include 4 geometry files:
hoodzipShape.0
hoodzipShape_hoodie_zip_0
hoodzip_physicsShape.0
hoodzip_physicsShape_hoodie_zip_physics_0
There are 4 vertex group in the model (that's right) but only 2 face groups (two are missing?) so I can't load all geometry shapes right.

luda_mob_base.rx2 includes 10 vertex groups but only 8 face groups and 2 are missing too. I tried to load geometry manually with Model Researcher but didn't succeed.
Edit. I download the game demo and test the script with other models. I extracted char_models.viv and gear_model.viv and some character/gear models can be viewable. That's all I can help this time.

Edit2. I think models which name include _model are viewable. _mob _base _blend are possibly morphs or something and I don't know how do I read them.

mdl_defjam.py.zip

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Wak, posted Wed Feb 12, 2020 1:35 pm (53957)


beedy wrote:
I edit the script for Def Jam but unfortunately get it work with first geometry file from tops_hoodiezipup_model.rx2. Problem is amount of faces that does not match the vertexgroups. tops_hoodiezipup_model.rx2 include 4 geometry files:
hoodzipShape.0
hoodzipShape_hoodie_zip_0
hoodzip_physicsShape.0
hoodzip_physicsShape_hoodie_zip_physics_0
There are 4 vertex group in the model (that's right) but only 2 face groups (two are missing?) so I can't load all geometry shapes right.

luda_mob_base.rx2 includes 10 vertex groups but only 8 face groups and 2 are missing too. I tried to load geometry manually with Model Researcher but didn't succeed.
Edit. I download the game demo and test the script with other models. I extracted char_models.viv and gear_model.viv and some character/gear models can be viewable. That's all I can help this time.

Edit2. I think models which name include _model are viewable. _mob _base _blend are possibly morphs or something and I don't know how do I read them.


Its a great news!!! Thank you beedy, god bless.
I think that problem cause main characters have morphs, anyway its good progress,
I will test it today with many models, cause now I check only tops hoody and it works,
luda head isnt imported... hope you can fix it later

Edit2. yeah I got only models of clothes, hairs, and some girl characters in char_lic.viv.
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beedy, posted Wed Feb 12, 2020 6:04 pm (53962)


Image
I tried to open luda_mob_base.rx2 in ModelResearcher and got vertices right but got error loading faces. Face blocks are type 0x0200EB and vertex blocks type 0x0200EA in index table. There are 10 vertex block and 9 faces block in the file and when I load face and vertex blocks the first in order in ModelResearcher I got faces error. That's very complex and I don't know why faces and vertices doesn't match. I tried all formats for faces.
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Wak, posted Wed Feb 12, 2020 6:19 pm (53963)


beedy wrote:
I tried to open luda_mob_base.rx2 in ModelResearcher and got vertices right but got error loading faces. Face blocks are type 0x0200EB and vertex blocks type 0x0200EA in index table. There are 10 vertex block and 9 faces block in the file and when I load face and vertex blocks the first in order in ModelResearcher I got faces error. That's very complex and I don't know why faces and vertices doesn't match. I tried all formats for faces.

Maybe problem with submeshes, I heard ModelResearcher Pro have better work with submeshes. Or just like correct edges on a blend file?

Edit2: Also I check your settings in that model by ModelResearcher 2.7 and have fully another result, with wrong verticles position..

And girls models with multi submesh also exproted from noesis have wrong UV
https://prnt.sc/r1ev0h
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Lazov, posted Wed Feb 12, 2020 7:21 pm (53965)


Wak
The pro version will not help you. If only you skip write. There, in some strange form, the faces lie. Looks like StripFF.
Here is a template with a complete full model:
Code:
v 0x6bd00 10452 40 0 Float XYZ
f 0x05f000 10 0 0 Short TStripFF
bo >
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beedy, posted Wed Feb 12, 2020 7:47 pm (53966)


Wak wrote:
beedy wrote:
Edit2: Also I check your settings in that model by ModelResearcher 2.7 and have fully another result, with wrong verticles position..


I did the process the same way that I did all other games rx2 files. I made bms script to split rx2 format by parts.
Example (luda_mob_base.rx2)

First faces part: part39_000200eb_faceindex0 (index) and part38_00010031 (data)
First vertex part: part482_000200ea_vertexindex0 (vertex index) part481_00010031 (vertex data)

Face index part stores faces count which is 23923 (0x5D73)
Vertex Index part stores VBlock size which is 0x34 and vertex buffer size which is 20176 (0x4ED0)

When I try to read first mesh: part38_00010031 (first face data) and part481_00010031 (first vertex data) I got error for faces. That's the problem, I can do this for all other games with rx2 format but not this. I don't understand why faces and vertices doesn't match even though they should.

When I edit the script to load third mesh (change for i in range(0, meshCount): to for i in range(2, 3): in row 99) I got something like this:
Image
second mesh (for i in range(1, 2):)
Image
I can't do anything else, unfortunately.

rx2.bms.zip

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Wak, posted Wed Feb 12, 2020 8:55 pm (53969)


Lazov greetings ;) thank you for a tool.


beedy wrote:
Wak wrote:
beedy wrote:
I did the process the same way that I did all other games rx2 files. I made bms script to split rx2 format by parts.
Example (luda_mob_base.rx2)

First faces part: part39_000200eb_faceindex0 (index) and part38_00010031 (data)
First vertex part: part482_000200ea_vertexindex0 (vertex index) part481_00010031 (vertex data)

Face index part stores faces count which is 23923 (0x5D73)
Vertex Index part stores VBlock size which is 0x34 and vertex buffer size which is 20176 (0x4ED0)

When I try to read first mesh: part38_00010031 (first face data) and part481_00010031 (first vertex data) I got error for faces. That's the problem, I can do this for all other games with rx2 format but not this. I don't understand why faces and vertices doesn't match even though they should.

When I edit the script to load third mesh (change for i in range(0, meshCount): to for i in range(2, 3): in row 99) I got something like this:

second mesh (for i in range(1, 2):)

I can't do anything else, unfortunately.


In game structure main characters files have a part named ".blend"
like
luda_mob_base.rx2
luda_mob_base_blend.rx2

Did you check this files, maybe it can help?
samples in attachment
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