Saturday at 10:59 PM3 days As far as anything is known about PS Move Heroes, there isn't anything known about it due to how non-existent the ripping scene is for it. However, I do think that Nihilistic Software's in-house game engine—NOD—may have been used as Move Heroes' game engine as Nihilistic's first two PS3 titles—Conan and Zombie Apocalypse—are very identical in structure and files. Although for what it's worth, there was an SDK that had managed to leak online but it's for their very first game, Vampire: The Masquerade - Redemption. Alongside that, there's also this research paper on the engine as it was during the development of their unofficial second game, Starcraft.Other than those, that's all I've managed to dig up on the subject. Samples from all three of Nihilistic's PS3 titles, including Move Heroes, can be found here and here. For the moment, it seems like the only way it would be possible to do any sort of ripping for Move Heroes in specific is to do a memory dump either on native hardware or RPCS3 and somehow reverse engineer it until you get something out of it
Sunday at 07:31 AM3 days Supporter I briefly looked at this and it looks like the biggest part of that file is compressed with zlib/deflate. Containing textures + meshes.
Sunday at 12:59 PM3 days Supporter conan level or_02.nwf contains textures (parameters have to be checked) and meshes:
Sunday at 09:49 PM2 days Author The work that has been done so far looks promising, folks! Not too sure how to get some of the archives open for myself at this moment but noted nonetheless
23 hours ago23 hr Localization Tool is nearly finished.This is one of the weirdest format's i've ever worked with...
18 hours ago18 hr Localization Solution Playstation Move Heroes Extractor V1.2TO BE ABLE TO USE THIS, YOU MUST HAVE THE FULL GAME DUMP NOT JUST THE CHARACTERS.ESM FILE AS YOU NEED THE MATERIALS FOLDER FOR THE TEXTURE EXTRACTION.The extractor currently only parses models/equipment with their respective textures/rigging already applied.If anyone would like the world/level meshes extracted, please do let me know as they live in seperate files from the characters.MAKE SURE YOU READ THE README.MD FILE FOR THE FULL USAGE GUIDE/REQUIREMENTSANY BUGS, PLEASE FEEL FREE TO DM ME. PMH_Extractor_v1.2.zip Edited 3 hours ago3 hr by Hazza12555
18 hours ago18 hr Localization Resource types are listed in misc/resourcetypedefinitions.xml:Model/MeshGroupPacketBuffer.smf, Texture/TextureImageData.pst,Material.bmx (loose files named by GUID), Animation.saf, Level.lvl,world geometry.geo, Sector.sec, collision.col, MotionSet.msb,SoundBank.nsb. Resources are identified by 128-bit GUIDs (4×u32).If anyone is wanting to know what the formats are ^
4 hours ago4 hr Localization New FeaturesAdded .bmx material parameter parser.Extract shader constants from material files.Detect emissive textures automatically.Detect fur alpha mask textures.Export emissive color and emissive strength to glTF.Export specular color and specular textures.Support bump/normal intensity from material parameters.Material ImprovementsMaterials now preserve:Diffuse colorSpecular colorSpecular exponentEmissive colorOpacityFur shell alpha masks now use the correct UV tiling.Improved material deduplication using shader parameters in addition to texture sets.glTF ExportAdded proper transparent material support (alphaMode: BLEND).Automatically enables double-sided rendering for translucent materials.Converts Blinn–Phong specular power into an approximate PBR roughness value.Improved normal map handling with exported bump scale.Better mapping of legacy shader properties to glTF PBR materials.OBJ/MTL ExportExpanded generated .mtl files with:KsNsKedmap_KeProduces materials that more closely match the original game.ImprovementsImproved material reconstruction from BMX shader data.More accurate recreation of in-game material appearance.Reduced duplicate material generation during export.Automatically repairs known broken game assets during export for improved compatibility.FixesFixed incorrect fur alpha texture scaling.Fixed missing emissive information during export.Improved handling of translucent materials.Improved consistency between exported OBJ and glTF materials.Fixed fur shell transparency. The exporter now automatically extracts the alpha channel from CH_ALL_furShell2_N textures and applies it correctly for both GLB and OBJ exports.Fixed Rambo (Alt 1) and Pants (Alt 3) teeth. The exporter now detects the broken game data and automatically repairs the teeth mesh by assigning the correct material and UV mapping. A --no-repair option is available to preserve the original game data if desired.Known LimitationsAvatar (Alt 2) cloth/torso accessories remain untextured. This is due to unused content left in the game files—the mesh exists, but no texture was ever shipped, making reconstruction impossible. The exporter now assigns a plain white material instead of a misleading placeholder material. Edited 3 hours ago3 hr by Hazza12555
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