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The Last of Us Part 2 Remastered

Featured Replies

 I can use UnPSARC_v2.7 to open .psarc files. But how do I decrypt the obtained pak file? Does anyone have any solution?

  • Localization

I'm going to update my PS4 tool for this game to support PC remaster. Maybe it will only be some small change.

8 hours ago, id-daemon said:

I'm going to update my PS4 tool for this game to support PC remaster. Maybe it will only be some small change.

any news?

  • Localization
6 hours ago, Xoshnaw said:

any news?

yes, i downloaded the game, and format is very close. My PS4 tool even exports skeletons, textures and materials without any changes. Must be some small difference only. Textures are not swizzled of course.

Edited by id-daemon

  • Localization

yes, everything is almost same. Models, weights, UVs. Expect the fix soon.

ywNG2L5.jpeg

nGLkDA3.jpeg

Edited by id-daemon

32 minutes ago, id-daemon said:

yes, everything is almost same. Models, weights, UVs. Expect the fix soon.

ywNG2L5.jpeg

nGLkDA3.jpeg

Oki, we are waiting... 
please also add extract and repack text and font files
8ed962b4bc62c958 text2/eng.subtitles
90f61c3595ea965d fonts/seriffont-Medium.otf
...etc

  • Localization
1 hour ago, Xoshnaw said:

Oki, we are waiting... 
please also add extract and repack text and font files
8ed962b4bc62c958 text2/eng.subtitles
90f61c3595ea965d fonts/seriffont-Medium.otf
...etc

UnPSARC_v2.7 already supports repacking. Just edit the font and text, you don't need anything.

Hey,thanks for the update,if i remember correct there was issues with exported facial weights in ps4 tool,this game uses up to 12 bones per vertex for facial bones so it might be a calculation issue i don't know.If you think there is such a problem, is there a way to fix it?

  • Localization
5 hours ago, sw-emre said:

Hey,thanks for the update,if i remember correct there was issues with exported facial weights in ps4 tool,this game uses up to 12 bones per vertex for facial bones so it might be a calculation issue i don't know.If you think there is such a problem, is there a way to fix it?

No, i never heard of this problem in this game.

For those who wan't to get the xvag audio files, here's a tool for it.

Put the xvag files in src, converted ones will be in output.

FFmpeg must be installed

 

XvagTool.zip

Edited by undefined
added file to downloads

On 4/5/2025 at 3:05 PM, id-daemon said:

First release:

 

Hey, thank you for the update, is there any description for the usage of this tool or a standard workflow? I tried looking on the xentax archive but couldn't really find a lot + I kept getting blocked by the rate limiter. What I did so far:

I could import the SMB models but they have no skeletons.

I also tried importing with both the ASCII scripts in blender but only a very few of the ASCII files import, mostly skeletons, and even those end up with errors in Blender, I tried different versions, 3.4 as well that the scripts were targeting.

I could import animations onto those skeletons from the SMBs as well but they looked incorrect (as you mentioned they would).

Maybe I'm importing the wrong files or just doing it completely wrong.

Sorry to bother, pretty sure this was asked thousands of times back in the Xentax days. 

  • Localization

Yes, the trick with this tool as with some others is that model and skeleton are in separate files. So they must be manually combined to work together.

As i remember, SMD model & skeleton can be just imported separated and then connected in blender. For ascii it will not work, so you have to open model in text editor, remove first line (0), which is bone number, and copy-paste skeleton there instead of that zero.

On 4/12/2025 at 9:34 PM, id-daemon said:

Yes, the trick with this tool as with some others is that model and skeleton are in separate files. So they must be manually combined to work together.

As i remember, SMD model & skeleton can be just imported separated and then connected in blender. For ascii it will not work, so you have to open model in text editor, remove first line (0), which is bone number, and copy-paste skeleton there instead of that zero.

Hey, so I eventually somewhat figured it out.

There might be a few problems with the ascii import script, some might be related to blender changes some might be not.. 

For example the script is looking for _shader_ in the mesh names but it doesn't contain it, errors out on splitting, not sure if the mesh naming is in any way related to your tool.

Here is my temporarily modified version, for Blender 4.3,  mostly just commented out stuff, not sure if works perfectly, I could import with it, Later I will update the code to the latest blender to make sure everything is correct.

secascii_tlou2_2_modified.py

Hey

I've more or less managed to get it working, but only the models with the SMDs, without textures or skeletons. Since I didn't completely understand the skeleton, I don't know about the textures either. 

If anyone could help me or has a video to better explain this, I'd appreciate it.

Open the skeleton ascii file with a text editor and copy the contents of it (make sure not to copy empty lines at the end, happened to me).

Then open the model ascii with text editor and instead of the first line paste in the copied content, now you should be able to import the model with the skeleton to blender.

Hi, i've copied the skeleton ascii text and pasted it in the model ascii file on the first line, removing the 0 at the start. Still not able to have any skeleton show up, am i doing something wrong and just not realising it?

Edited by Th3FatRaccoon

  • 2 weeks later...

How happy we would be if there was a 1 minute video of a tutorial to get a working animation in blender. I tried many ways, I managed to get the mesh and its skeleton, but I don't understand the anims.

  • 2 months later...

Hello, it's not open sourced right? Because I'd like to change the export to a dir having the name of the file instead of in all the files...

  • Localization
2 hours ago, Mystic6T said:

Hello, it's not open sourced right? Because I'd like to change the export to a dir having the name of the file instead of in all the files...

map tool and model tool have different way to organize export. try another one

  • 3 months later...

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all multiple-skeleton animation paks like "anim-melee-ellie-npc-t2.pak" will fail when trying to extract with the npc/victim/opposite skeletons. other paks using the same skeletons extract fine so it cant be because i messed up one of them. 

Edited by chented

On 11/10/2025 at 8:53 PM, chented said:

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all multiple-skeleton animation paks like "anim-melee-ellie-npc-t2.pak" will fail when attempting to extract with the npc/victim skeletons. the single-skeleton animation paks or when having only the player/attacker skeleton it extracts fine as seen in the bottom 2 pics so it cant be because i messed up one of the skeletons. 

got an error message finally but its probably about the bone count, maybe these npc animations do have more or less bones than usual but since the tool doesnt know that it still wont try it:

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Edited by chented

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