Aaron Posted April 4 Posted April 4 I can use UnPSARC_v2.7 to open .psarc files. But how do I decrypt the obtained pak file? Does anyone have any solution?
id-daemon Posted April 4 Posted April 4 I'm going to update my PS4 tool for this game to support PC remaster. Maybe it will only be some small change. 5
Xoshnaw Posted April 5 Posted April 5 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?
id-daemon Posted April 5 Posted April 5 (edited) 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 April 5 by id-daemon 2
id-daemon Posted April 5 Posted April 5 (edited) yes, everything is almost same. Models, weights, UVs. Expect the fix soon. Edited April 5 by id-daemon 2
Xoshnaw Posted April 5 Posted April 5 32 minutes ago, id-daemon said: yes, everything is almost same. Models, weights, UVs. Expect the fix soon. Oki, we are waiting... please also add extract and repack text and font files 8ed962b4bc62c958 text2/eng.subtitles 90f61c3595ea965d fonts/seriffont-Medium.otf ...etc
id-daemon Posted April 5 Posted April 5 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. 1
sw-emre Posted April 7 Posted April 7 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?
id-daemon Posted April 7 Posted April 7 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.
undefined Posted April 11 Posted April 11 (edited) 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 April 11 by undefined added file to downloads 1
undefined Posted April 12 Posted April 12 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.
id-daemon Posted April 12 Posted April 12 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. 1
undefined Posted April 16 Posted April 16 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
Dernacht Posted Saturday at 08:01 PM Posted Saturday at 08:01 PM 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.
undefined Posted Tuesday at 01:07 PM Posted Tuesday at 01:07 PM 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.
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