ky123 Posted September 9 Posted September 9 2 hours ago, Blass said: You mean hours? Because I tried again and it's been more than 1 hour and nothing has changed, not a single folder/file has been created. Edit 1: Well, after 1.5 hours I just pressed "Enter" and it started extracting some folders and files (.archive extension) but I got this error: stopped at Resources2.mpk I am totally new on this, maybe It takes so many hours and I really don't know Can you provide mpk and info files? I need to check the specific structure
Blass Posted September 9 Posted September 9 (edited) I tried like 4 times with "netease_mpk_v3" script but never works for me, I got this error: - error in src\extra\xalloc.c line 703: xdbg_realloc() Error: memory allocation problem So I tested with "netease_mpk_v2" posted on another thread and It works, but there is no ui/gui folder, most of the files are: .6 archive (random names like "27a1df23-aad7-425a-856f-d6da14b071a0.6") .bnk .anim .skeleton I need access to .PNG files, there is a .json file in \UIScript folder called single_textures.json and it has everything single names for .PNG files (and you can see start with gui/img/ as if it were a folder) but I don't know how to access to it. Any idea? In the past I already tried using DIDT (Diablo Immortal Data Tool) and It works, but only for Mobile Beta version iOS/Android and it creates ui/gui/ folder with these names as .Texture2D extension, but I have no idea how to make DIDT works with the current version of the game from PC, now I'm trying using this bms scripts with your help guys Edited September 9 by Blass
Blass Posted September 9 Posted September 9 14 minutes ago, ky123 said: Can you provide mpk and info files? I need to check the specific structure mpk info.rar
ky123 Posted September 9 Posted September 9 1 hour ago, Blass said: mpk info.rar 15.16 MB · 0 downloads single_textures.json is a list that stores the original file name about the ui file. The ui file and the texture file themselves are stored in the .6 and .1 files. You can restore the original name of the .6 or .1 file through the resource library for example 75/75629b0d-6953-4d14-8d0c-4afc731e7fa2.6-gui_img_123456.png DIDT can restore file names through the resource library, but this tool is too early to know whether it is outdated. I checked the index you provided, and there is no problem with the index. You try this python version to see if there is any problem. In addition, if you can provide the resource library file, I think I will also take time to update the rename script for you. mpkfile.py 1
Blass Posted Saturday at 10:33 PM Posted Saturday at 10:33 PM On 9/9/2025 at 7:40 AM, ky123 said: single_textures.json is a list that stores the original file name about the ui file. The ui file and the texture file themselves are stored in the .6 and .1 files. You can restore the original name of the .6 or .1 file through the resource library for example 75/75629b0d-6953-4d14-8d0c-4afc731e7fa2.6-gui_img_123456.png DIDT can restore file names through the resource library, but this tool is too early to know whether it is outdated. I checked the index you provided, and there is no problem with the index. You try this python version to see if there is any problem. In addition, if you can provide the resource library file, I think I will also take time to update the rename script for you. mpkfile.py 4.99 kB · 4 downloads Thanks for the python script, to be honest I'm new on this and I don't know how to run that script in python, but I will check some videos tutorials or something. For some reason "netease_mpk_v2" the older version script only worked for me. After extracting the files with "netease_mpk_v2" BMS script (output folder) I noticed resource.repository had different file size compared to the original folder (1 MB difference), I don't know if this matter, I will upload the Output folder file resource.repository. If you need the original file let me know. Also, there was an update 2 days ago and the file was modified. resource_repository (output folder).rar
ky123 Posted Sunday at 10:35 AM Posted Sunday at 10:35 AM 12 hours ago, Blass said: Thanks for the python script, to be honest I'm new on this and I don't know how to run that script in python, but I will check some videos tutorials or something. For some reason "netease_mpk_v2" the older version script only worked for me. After extracting the files with "netease_mpk_v2" BMS script (output folder) I noticed resource.repository had different file size compared to the original folder (1 MB difference), I don't know if this matter, I will upload the Output folder file resource.repository. If you need the original file let me know. Also, there was an update 2 days ago and the file was modified. resource_repository (output folder).rar 17.29 MB · 0 downloads Try this script, please give me feedback if you have any questions resource.py
Blass Posted Sunday at 01:34 PM Posted Sunday at 01:34 PM (edited) 4 hours ago, ky123 said: Try this script, please give me feedback if you have any questions resource.py 7.16 kB · 1 download Thanks for the script. I run it with command prompt (I don't know if it's the right way, but I've seen it in some video tutorials). Maybe I need to do something that I don't know how to do. I get the following error: lz4 module is already installed Edited Sunday at 02:42 PM by Blass
Moderators ikskoks Posted Sunday at 07:16 PM Moderators Posted Sunday at 07:16 PM 5 hours ago, Blass said: I get the following error: I just took a quick look out of curiosity and it seems to be custom function which is undefined in this script 😄 Here's example on how to handle LZ4 compression correctly using ReverseBox dependency: https://github.com/bartlomiejduda/ReverseBox/blob/main/tests/tests_compression/test_compression_lz4.py Direct usage of LZ4 dependency would look somehting like this: lz4.frame.decompress(compressed_data)
ky123 Posted Monday at 05:38 AM Posted Monday at 05:38 AM 16 hours ago, Blass said: Thanks for the script. I run it with command prompt (I don't know if it's the right way, but I've seen it in some video tutorials). Maybe I need to do something that I don't know how to do. I get the following error: lz4 module is already installed Updated, please remember to feedback if you have any questions resource.py 1
Blass Posted Monday at 09:48 PM Posted Monday at 09:48 PM (edited) 17 hours ago, ky123 said: Updated, please remember to feedback if you have any questions resource.py 9.88 kB · 1 download Thank you, seems it's working. I'm trying it out right now It going to take a while. I will update the post when the script finishes Edited Monday at 11:25 PM by Blass
Blass Posted Monday at 10:58 PM Posted Monday at 10:58 PM (edited) 11 hours ago, Blass said: Thank you, seems it's working. I'm trying it out right now I selected the option "1. Export the mapping table of all files in the folder" Now cmd is extracting a lot of files, the file paths.txt it says it will create a folder but there is no new folders yet. I guess I need wait for the script to finish to have access to the extracted folders. It seems like it's going to take a while. I will update the post when the script finishes Edit 2. After searching for information on how to open that type of files, I finally managed to do it. Thank you very much for your help @ky123 I really appreciate it. Cheers! Edited yesterday at 09:25 AM by Blass
TiraX Posted 13 hours ago Posted 13 hours ago Does anyone know the skinskeleton asset format? I can convert the .skinskeleton file in Diablo Immortal by following the instructions at https://github.com/CucFlavius/Zee-010-Templates/blob/main/DiabloImmortal_SkinSkel.bt. However, I can't find the skinskeleton file in the "Where winds meet". Any clues on how to find the skinskeleton file and what its format is?
ky123 Posted 11 hours ago Posted 11 hours ago 2 hours ago, TiraX said: Does anyone know the skinskeleton asset format? I can convert the .skinskeleton file in Diablo Immortal by following the instructions at https://github.com/CucFlavius/Zee-010-Templates/blob/main/DiabloImmortal_SkinSkel.bt. However, I can't find the skinskeleton file in the "Where winds meet". Any clues on how to find the skinskeleton file and what its format is? The skeleton files they used should have the same structure as Diablo. At least it looks like this with your eyes. I found several skeleton files, the only difference is a file with a base64-encoded skeletondata data at the end of the file, and the other structures are basically the same. The skeleton file of Where winds meet is compressed in EZST or ZZZX. You will never know whether it is a skeleton or model before decompression, and you should never try to search, because you may get a bunch of particle files or collision files. The best way is to restore the file name, because Where winds meet has many new formats than other games. Oh by the way, how did you convert Diablo skinskeleton files, I tried to convert other games with the same engine, but it has not been successful yet skinskeleton.zip
jiwenyu Posted 10 hours ago Posted 10 hours ago Is the unpacking of "Ace racing" done using the mpk3.py script? If it is this script, how do I use it? I'm a beginner. Is there anyone who can offer some help? mpk3(1).py
ky123 Posted 10 hours ago Posted 10 hours ago 21 minutes ago, jiwenyu said: Is the unpacking of "Ace racing" done using the mpk3.py script? If it is this script, how do I use it? I'm a beginner. Is there anyone who can offer some help? mpk3(1).py 9.01 kB · 0 downloads This is to unzip a specific game, you can use the bms script directly
TiraX Posted 9 hours ago Posted 9 hours ago 1 hour ago, ky123 said: The skeleton files they used should have the same structure as Diablo. At least it looks like this with your eyes. I found several skeleton files, the only difference is a file with a base64-encoded skeletondata data at the end of the file, and the other structures are basically the same. The skeleton file of Where winds meet is compressed in EZST or ZZZX. You will never know whether it is a skeleton or model before decompression, and you should never try to search, because you may get a bunch of particle files or collision files. The best way is to restore the file name, because Where winds meet has many new formats than other games. Oh by the way, how did you convert Diablo skinskeleton files, I tried to convert other games with the same engine, but it has not been successful yet skinskeleton.zip 34.68 kB · 0 downloads Cool, your attachment did have the save format with Diablo's skinskeleton. I think I extracted the files from the big Patchxxx.mpk already make a decompression, did they need to be decompressed again? and how did you locate the skin skeleton files if they have an EZST or ZZZX compression? any script will be great help. BTW, I extracted Diablo Immortal files with DIDT. and convert the data follow this format instruction. And here is a simple conversion.py that convert skinskeleton to json. test with your attachment and it works. converter.py
TiraX Posted 9 hours ago Posted 9 hours ago (edited) 1 hour ago, ky123 said: The skeleton files they used should have the same structure as Diablo. At least it looks like this with your eyes. I found several skeleton files, the only difference is a file with a base64-encoded skeletondata data at the end of the file, and the other structures are basically the same. The skeleton file of Where winds meet is compressed in EZST or ZZZX. You will never know whether it is a skeleton or model before decompression, and you should never try to search, because you may get a bunch of particle files or collision files. The best way is to restore the file name, because Where winds meet has many new formats than other games. Oh by the way, how did you convert Diablo skinskeleton files, I tried to convert other games with the same engine, but it has not been successful yet skinskeleton.zip 34.68 kB · 0 downloads Oh you decompress it from the mobile version, right? I extract the files from PC version... and I can't find the correct skin skeleton file... Edited 9 hours ago by TiraX
ky123 Posted 7 hours ago Posted 7 hours ago 2 hours ago, TiraX said: Oh you decompress it from the mobile version, right? I extract the files from PC version... and I can't find the correct skin skeleton file... Where_winds_meet mobile and PC end structures should be the same, but the PC end will be much larger than the mobile end. The bms script can also be applied to the PC end. Try to decompress the assets first. It may be because they did not decompress. If you use DIDT, it may not be handling the latest compression format where_winds_meet_mpk_v3.zip
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