GojiReverseEngineer12 Posted June 8 Posted June 8 I've been looking at the animation and skeleton files for Godzilla Unleashed ps2 version, specifically Godzilla 2k's files. I know the game uses the same engine-the Spigot engine-as Rampage, even though it's a different version of that engine, the file formats are similar. After viewing the thread on Rampage's files, I was wondering if there was a way for me to reverse engineer and import the skeleton and animation files form Godzilla Unleashed into the Amateur Skeleton Hunter and Animation Recipe Cracker programs, so I can then export them. I have taken a look at the files with a Hex editor and it looks like it's encrypted or compressed and the files don't have any extensions, so I don't really know what format the animation files are. I do however see some patterns, but I don't what these patterns are referring to (idk if it's XYZ axis coordinates or keyframes). At least I know the skeleton is in .pwk format. I've attached the files to the post, if you guys want to take a look/crack at it. I've also found and attached a .bdg and .prx file titled "Game_Anims" in case that might be of use. It doesn't seem like there's any specific tools or a Noesis plugin for Godzilla Unleashed's files-if there is please let me know. I'm hoping if I could get some help here with reverse engineering the files to import into ARC and ASH. I'd strongly appreciate it. Godzilla2kandGameAnimisfiles.rar
Engineers h3x3r Posted 4 hours ago Engineers Posted 4 hours ago (edited) This is my guess on skeleton. Alot of unknown. Something could be bone length and position. //------------------------------------------------ //--- 010 Editor v14.0 Binary Template // // File: // Authors: // Version: // Purpose: // Category: // File Mask: // ID Bytes: // History: //------------------------------------------------ LittleEndian();OutputPaneClear(); local uint32 i,j,k,l; FSkip(28); uint32 BoneInfoDataBaseOffset; uint32 BoneCount; uint32 Unknown_0; uint32 ResourceSize; uint32 BoneInfoTOCOffset; uint32 UnknownTOCOffset; uint32 Unknown_1; uint32 BoneIdOffset; uint32 BoneTransformDataBaseOffset; FSeek(BoneInfoTOCOffset); uint32 BoneInfoOffset[BoneCount]; FSeek(UnknownTOCOffset); uint32 UnknownOffset[BoneCount]; FSeek(BoneIdOffset); struct { int16 BoneId[BoneCount]; int16 RootBoneId; }BoneIds; FSeek(BoneInfoDataBaseOffset); struct { for (i=0; i < BoneCount; i++) { FSeek(BoneInfoOffset[i]); struct { int32 BoneId; int32 ParentBoneId; int32 InfoOffsetCount; int32 Unknown_0; float Unknown_1; float Unknown_2; float Unknown_3; float Unknown_4; float Unknown_5; float Unknown_6; float Unknown_7; int32 Unknown_8; if (InfoOffsetCount != 0) uint32 InfoOffset[InfoOffsetCount]; }BoneInfo; } }BoneInfoTOC; Also InfoOffset[] repeat same offset as BoneInfoOffset[] so not sure what that means. And transform data has no info offset, just base offset. Edited 4 hours ago by h3x3r
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