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Zero Tolerance for Disrespect

Help with decompression xbox360 files [rx2]

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Wak, posted Sat Feb 15, 2020 3:27 am (54025)


Hey guys, I have a new idea, just export Def Jam Icon from PS3, and I saw files have another things.
Now, all files in .rpsgl and have other size then xbox files:/
beedy tool works with yours rx2.bms script but still not open in Noesis, and
have another structure and ModelReseacherPro (Im not expert of this tool), but
samples in attachment
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beedy, posted Sat Feb 15, 2020 9:04 am (54037)


The models are too hard for me, I don't know about the structure enough. Rpsgl header is different compared to NHL rpsgl texture script I wrote before. I edit the texture script but I don't know "_ao" texture dxt compression. I guess that byte in offset 0x154 is format sign. 0x88=dxt5, 0x81=?.

Here is script for textures

tex_NHLLegacy_PS3_rpsgl.py.zip

tex_DefJam_PS3_rpsgl.py.zip

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Wak, posted Sat Feb 15, 2020 9:30 am (54040)


beedy wrote:
The models are too hard for me, I don't know about the structure enough. Rpsgl header is different compared to NHL rpsgl texture script I wrote before. I edit the texture script but I don't know "_ao" texture dxt compression. I guess that byte in offset 0x154 is format sign. 0x88=dxt5, 0x81=?.

Here is script for textures


Good work, dear friend!
I check textures its fully same like in xbox version, I mean size and qualitty.
so _ao dont have much sense, cause I got it in xbox. Now only models neded,
I understand you make all what you know, and thats great

That forum read many peoples, can someone please help to us,
cause beedy make a lot of work, now we on finish..
Maybe somebody with ModelResearcher who have good expirience
can help?
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Acewell, posted Sun Feb 16, 2020 4:00 am (54052)


beedy wrote:
I edit the texture script but I don't know "_ao" texture dxt compression.

looks like morton swizzled a8 or r8
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Wak, posted Sun Feb 16, 2020 11:30 am (54056)


Hello guys, I found some new information, its
old tools for NBA series, some from them use .viv and .rx2 files fromat.

First I check wDOLFFIN Live 2.1.b
https://forums.nba-live.com/downloads.php?view=detail&df_id=12
I loaded file characters_morph.viv (xbox version) and give some info (attached in screens)
when I try extract it to .fsh, will export decomressed file in rx2,
also have chance to export in .xsh
But can't load it in oedit:(

I cant found models converter, but Fshline, oedit or
MorphMesh tool should

Also many tools are here
https://forums.nba-live.com/downloads.php?cat=1
Maybe something will be helpfull

Edit: Also, with Dolphin I can export uncompressed models, and
it looks a bit another have another size, when plugin
ea4_big export, has decompress, maybe then lost some data
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RobbieD_PL, posted Wed Nov 25, 2020 10:51 pm (60606)


Hi guys,

I'm trying to extract the image files from the following ui .big files from the XBOX 360 version of UEFA Euro 2008:

https://www.mediafire.com/file/82n5t7pp ... 60.7z/file

They are the menu images of the host stadiums from that videogame. If anyone can help, I will be really grateful!
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beedy, posted Thu Nov 26, 2020 8:49 am (60612)


1. Extract big using quickbms and ea_big4.bms script:
https://aluigi.altervista.org/bms/ea_big4.bms

2. Add extension .rx2 for biggest file you extracted. In this case stadium_164.big -> 2.rx2

3. Open rx2 in Noesis using tex_NHLLegacy_X360_rx2.py script in plugins/python folder

4. Export rx2 to tga in Noesis and add -texnorepfn in Advanced options:
https://imgur.com/tqLf59d

5. Modify your tga but don't change file name and Use NHL Legay rx2 Patcher tool to patch "2.rx2" file.
In Rx2 Patcher click "Patch rx2" and select the folder where modified tga (in this case 2.tga) found.

6. Remove .rx2 extension: 2.rx2 -> 2 and use quickbms reimport mode to replace file in big.
Use quickbms reimport.bat, select ea_big4.bms, select stadium_164.big, select same folder that you selected in extraction.

Rx2 Patcher and latest tex_NHLLegacy_X360_rx2.py (in folder Noesis script v1.3) found here:
https://app.box.com/s/k7nrb9p867x178k7bwrl9oxg3rttiu31

edit.
If you want only extract the image you don't need to do steps 5 and 6 but I made steps how to edit and replace image in big if someone else want to do that.
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fbiBr, posted Sat Dec 05, 2020 5:48 am (60908)


Hello, how do I repack the .xst X-360 or .cst PS3 files red dead redemption? I want to translate for Brazil.
Could you make the used tools available?
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Wak, posted Sun Dec 06, 2020 7:53 pm (60942)


Hello beedy is it any updates about Def Jam Icon of characters faces?
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beedy, posted Sun Apr 25, 2021 7:45 am (63555)


Wak wrote:
Hello beedy is it any updates about Def Jam Icon of characters faces?

Hello WAK!
I realized how the rx2 format indexing parts and submodels works. Here is updated script for X360 Def Jam Icon. Works perfectly with the samples you uploaded previously. If you want to view all models same time in Noesis window toggle "Draw all models" on in Noesis -> Tools -> Data Viewer.

Edit. Fixed the script

mdl_defjam_v1_1.py fixed.zip

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beedy, posted Sun Apr 25, 2021 2:03 pm (63563)


Found bugs reading submeshes in def jam script. I will try to fix it.
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Wak, posted Sun Apr 25, 2021 4:56 pm (63567)


beedy wrote:
Found bugs reading submeshes in def jam script. I will try to fix it.

wow, I cant believe, thank you very much sir beedy!!!

I found another problem, all the characters have the same models,
size and geometry

a month ago I used renderdoc rip from that game, cant export it, and got a bit other geometry from jeezy here is screen from renderdoc
Image
and here is that character screen with your script from noesis
Image
models a bit simillar, but has other ears and lips, nose

I cant understand what I doing wrong, maybe some shaders or construct will change geometry when game starts?

here is other characters samples:
https://www.sendspace.com/file/8jc4gc
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beedy, posted Sun Apr 25, 2021 5:39 pm (63568)


Wak wrote:
beedy wrote:
Found bugs reading submeshes in def jam script. I will try to fix it.

I cant understand what I doing wrong, maybe some shaders or construct will change geometry when game starts?

here is other characters samples:
https://www.sendspace.com/file/8jc4gc

There is a bug in my script. Wait for it, I will fix it soon.
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Wak, posted Sun Apr 25, 2021 5:42 pm (63569)


beedy wrote:
Wak wrote:
beedy wrote:
Found bugs reading submeshes in def jam script. I will try to fix it.

I cant understand what I doing wrong, maybe some shaders or construct will change geometry when game starts?

here is other characters samples:
https://www.sendspace.com/file/8jc4gc

There is a bug in my script. Wait for it, I will fix it soon.

bugs with geometry isnt hard to fix manually, check please other samples which I sent :!: cause now all main characters models looks a same model of one person
Image
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Wak, posted Sun Apr 25, 2021 8:57 pm (63573)


beedy wrote:
I fixed the def jam script. Samples works correctly now even environment model venue_gasstation.rx2 from demo.
The script in edited attachment in this post
https://zenhax.com/viewtopic.php?f=7&t=9490&start=40#p63555

thanks, now its loaded all lods parts with UV, that good.

But I cant understand, I sent screen and samples its not correct characters models from game
I has tested and lil jon and jeezy have fully same models, ludacris too which I get 6 month ago..
check the screen from previous post, cause now I think problem not in a your script.
Girls models are correct, and each has other geometry.

and what in blend files, a script dont want to load them for example
facial_mob_base_blend.rx2
https://www.sendspace.com/file/vqdhnw

Maybe file morphs.viv it not original source where is characters located, or the game engine has modify geometry with standart model, how do you think beedy?
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beedy, posted Mon Apr 26, 2021 7:11 am (63582)


Def Jam uses very complicated file structure. I extracted _blend file using rx2.bms and it contains several /x00/xEA/x00/x33 typed geometry shape files. I tried to open this Geometry|body|bodyShape in ModeResearcher tool but didn't get any recognizable 3d files.
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Wak, posted Mon Apr 26, 2021 2:12 pm (63596)


I think the game engine use for main characters models, morphs technology like in 3ds max, that why all models are same.
Just standart model for all characters, when game starts, maybe it improved in script, but I cant understand why girls have other models,
strange things, I check most of archives and cant found another vision, it works like moving cheeks, nose, and some settings on it.

Cause rip from renderdoc show me full another geometry from jeezy, that I get from script

Maybe blend files is information for shaders or that morphs
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Wak, posted Thu Nov 25, 2021 7:27 pm (67688)


beedy wrote:
Found bugs reading submeshes in def jam script. I will try to fix it.

Hello sir beedy, only now I saw your updates, just still dont work with main characters
morphs get face parts models, that why all characters look like one person, I has test the new
script and got this error
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jp95, posted Thu Mar 30, 2023 5:04 pm (76114)


beedy wrote:
I edit my NHL texture script for Fifa 06. I'm not sure which Fifa titles the script is compatible with but it works at least FIFA 06 Xbox 360 version. I haven't got samples from every titles to test it with. I think it may work with other early releases of FIFA.

Remember remove all other .rx2 scripts in plugins/python folder that noesis can read the right script!


Hello, thanks for all the great work guys. I know this is old post but I'll try my luck anyway, I have been exporting some assets from FIFA 06 WC and FIFA 06 RTWC, I used the script provided by @beedy and everything works except for kits. I get the following error using Noesis:

https://imgur.com/a/iHbvUmN
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