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[PS3] Dante's inferno (.lh2 to .ols)

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Hi everyone,

I am currently working on a fan translation and localization project for Dante's Inferno on the PS3. (Polish TRANSLATE)

I have successfully extracted and edited the game text, but I am facing a major roadblock with the rebuilding stage. Specifically, I need to pack and compress my modified .lh2 files back into the original .ols container archive format.

It is absolutely crucial that the original file structure and directory layout are strictly preserved so the PS3 runtime can read the assets without throwing errors. I've tried standard extraction tools, but recompiling them back properly has been tricky and often causes crashes.

Could anyone recommend a specific script, a tool, or the correct command-line arguments to repack these files into .ols while maintaining the native compression structure?

Any help, templates, or guidance would be highly appreciated.

Thanks in advance!

  • ikskoks changed the title to [PS3] Dante's inferno (.lh2 to .ols)
  • 3 weeks later...

Hi, I can help you. I translated the game into Russian a while back—back in 2021. I used a BMS script to extract the main archive, and then used BMS again for the .ols files. The extracted .lh2 files are essentially standard binary files containing string pointers. There are utilities for .lh2 files created by swuforce (I think that’s the guy's handle); I also merged the .lh2 segments into a single file, since they aren't always whole—they’re often split into parts. I used Kruptar (a Russian "Swiss Army knife" tool for handling text in binary files containing pointers). Then, I applied compression using Refpack bruteforce, manually inserted the resulting file via a hex editor, and adjusted the block size, compressed size, and uncompressed size in OLS. Unfortunately, there were no specialized tools available at the time, so I did everything manually—partly because I’m not very skilled at programming. I hope this information proves useful.

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