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PostPosted: Sun May 20, 2018 9:49 am 

Joined: Fri Oct 06, 2017 3:43 pm
Posts: 33
I wanna extract vinyls from this game. Anyone can make a QuickBMS plugin for these files?

Attachment:
File comment: Example file.
PLC_BNR32_vinyl_TYPE_01_c1.zip [1.9 KiB]
Downloaded 23 times


Thanks


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PostPosted: Mon May 21, 2018 12:21 am 
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Joined: Fri Aug 08, 2014 1:06 am
Posts: 514
not sure of the image data, the only info i can find about this game says it is on Arcade platform. :?:
but this bms script will at least decompress your sample :)
Code:
# script for QuickBMS http://aluigi.altervista.org/quickbms.htm

comtype gzip
get SIZE asize
get NAME basename
string NAME + _decmp.tex
clog NAME 0x0 SIZE SIZE

_________________
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Search bms scripts


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PostPosted: Mon May 21, 2018 9:16 pm 

Joined: Fri Oct 27, 2017 7:36 pm
Posts: 94
It's an "Arcade". i5, GTX680, Win7 Embedded. A PC basicly. :mrgreen:

I'd need more samples to figure out the header. Car textures, real diffuse textures to flag the formats. This one are just 2 DXT5 in a multifile container. Red stripe vinyls. 8-)

v1 removed


Last edited by episoder on Mon Jun 04, 2018 3:21 am, edited 2 times in total.

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PostPosted: Wed May 23, 2018 6:08 am 
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Joined: Fri Aug 08, 2014 1:06 am
Posts: 514
episoder wrote:
This one are just 2 DXT5 in a multifile container. Red stripe vinyls.

ah i didn't know what vinyls were when i tried dxt5 and though what i was seeing was wrong. :lol:

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Search bms scripts


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PostPosted: Wed May 23, 2018 1:53 pm 

Joined: Fri Oct 27, 2017 7:36 pm
Posts: 94
Me too at first. Could decode more or less lines and 'scatter patterns' or bold 'lines'. When i had a 'correct' pow width it made sense and i found the header blocks of the second. I was shocked this lil 6k blew up to 2MB in the first place.


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PostPosted: Sun May 27, 2018 11:16 am 

Joined: Fri Oct 06, 2017 3:43 pm
Posts: 33
Sorry for late reply. I forgot this topic. I uploaded more ".tex" files. With their models(".mdl")


Attachments:
File comment: More example files with their models.
PLC_BNR32.zip [2.96 MiB]
Downloaded 12 times
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PostPosted: Sun May 27, 2018 1:24 pm 

Joined: Fri Oct 27, 2017 7:36 pm
Posts: 94
I think i got it right, this time. :mrgreen:

v2 removed


Last edited by episoder on Mon Jun 04, 2018 3:21 am, edited 1 time in total.

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PostPosted: Sun May 27, 2018 1:59 pm 

Joined: Fri Oct 06, 2017 3:43 pm
Posts: 33
Thank you so much!!! It's possible to convert edited ".dds" files to a compressed ".tex" file again?


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PostPosted: Sun May 27, 2018 4:14 pm 

Joined: Fri Oct 27, 2017 7:36 pm
Posts: 94
Reimport? Theoretically yes. That means if the engine can load the resized recompressed files. For sanity V3 with drag and drop. Just throw the tex in the depack or repack. Reimports with fix and tested rexports the modification safely. I had to workaround this. That should make this all work tho.

v3 removed


Last edited by episoder on Mon Jun 04, 2018 3:21 am, edited 2 times in total.

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PostPosted: Mon May 28, 2018 1:41 pm 

Joined: Fri Oct 06, 2017 3:43 pm
Posts: 33
Thanks again. Can you check your DM?


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PostPosted: Mon May 28, 2018 6:10 pm 

Joined: Fri Oct 27, 2017 7:36 pm
Posts: 94
Sure. Ofc, you're not familiar with bat style foo and syntax. V4. You could just c/p a quickbms into the 00 folder, but i included it, to 'idiot' proof it. No offense. I know, this is all old no gui console hacksh!t. Tutorial for the generally unknowing. :mrgreen:

Depack: drag and drop. You gotta confirm the temporary and output folders being created on the first run.

cleaned up

Repack: drag and drop. You gotta confirm the recompression fix to apply.

cleaned up

v4 removed


Last edited by episoder on Mon Jun 04, 2018 3:22 am, edited 2 times in total.

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PostPosted: Mon May 28, 2018 6:26 pm 

Joined: Fri Oct 06, 2017 3:43 pm
Posts: 33
Bro, you are the BEST!!! THANKS!!!

Edit: Game stucks at loading :( Thanks anyway.

Edit 2: BTW, repacker have a problem. I depacked it after editing and repacking the edited files. And the extracted files are the same as original game files. Can you fix this problem? This game can load other files (not sure about ".tex" but can load edited files with different file extensions) that size is changed,


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PostPosted: Mon May 28, 2018 8:19 pm 

Joined: Fri Oct 27, 2017 7:36 pm
Posts: 94
Well. It works for me. Odd. Are you sure you're overwriting the extracted files in the dds folder?

cleaned up

I still have this byte that could fix things back to 'original' format. Which is alot of guessing. You could try to fix it rewriting the recmpfix bms. Just cp this and save it.

Code:
# script for QuickBMS http://aluigi.altervista.org/quickbms.htm

#log memory_file 0 0
get k asize 0
log memory_file 0 k 0

goto 0 -1
put 559903 threebyte -1
goto 9 -1
put 11 byte -1
get oname basename
string oname + .tex
log oname 0 k -1

That's all i can do. If the engine still crashes, you may have to check that your edited files are the same format as the extracted files and really compressed. Gimp for example does not auto detect and recompresses the original dxt. If that doesn't help, it may just not be possible to reimport. It's gzip but it could be a format variation that does not compute. I'm not familiar with file compression. I can't help with that.


Last edited by episoder on Sun Jun 03, 2018 12:29 am, edited 1 time in total.

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PostPosted: Mon May 28, 2018 10:03 pm 

Joined: Fri Oct 06, 2017 3:43 pm
Posts: 33
I copy pasted it. Now it's depacking modded textures but in game it shows original. The modded file is 15 kb and original is 6 kb.

Note: I did the same thing with another vinyl, now the edited file is 6 kb and game stucks at loading again. I am confused.


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PostPosted: Mon May 28, 2018 10:44 pm 

Joined: Fri Oct 27, 2017 7:36 pm
Posts: 94
Yeh. Last iteration i can do. I cropped the recompressed files to the real file size. The last idea i got. May be possible the engine compressor detects the file size as the compressed chunk size, cause it's not stored anywhere. Also should make it safely find the uncompressed filesize at the end of the file. A possible codepath. Verification purpose perhaps.

If that doesn't do it, I'm sorrry, there's not alot of hope to make this work. The file format replication ends there. :)

Edit: if you use this you gotta reextract the files you test. This method needs some additional data i had to work out.


Attachments:
wmmt5_tex2dds_V5.rar [1.53 KiB]
Downloaded 40 times
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PostPosted: Tue May 29, 2018 9:17 am 

Joined: Fri Oct 06, 2017 3:43 pm
Posts: 33
I repacked the edited file and depacked it, the extracted files are the same as original, i edited it again and repacked. After depacking it, i got the edited files. BTW in first edited file repack is 27 kb, on second repack it decreased to 22 kb. The original file is 6 kb. 27-22=5. Where is 1 kb gone? :D

I can't believe to my eyes! It's working!
Image

Now we just should find a way to change colors of vinyls, the vinyl in the edited file is blue, not red.
Image

Thank you so much!


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PostPosted: Tue May 29, 2018 5:21 pm 

Joined: Fri Oct 27, 2017 7:36 pm
Posts: 94
I'd not mind if you could reupload the pics to another picture host like imgur. The host you're using is not working here. Do you mean it's working ingame? Done then? Good thing. The size of the compressed is not predictable. I dunno what you calculated there.

Anyway. Done. :mrgreen:


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PostPosted: Tue May 29, 2018 6:57 pm 

Joined: Fri Oct 06, 2017 3:43 pm
Posts: 33
Photos working on me, imgur is blocked in my country :/ I should use a VPN to enter imgur.

Edit: Yes it's working ingame, but i maked a blue vinyl, but in game it appears red. Because the original vinyl is red.

And I got an idea, editing more colorful vinyls. I edited Pac-Man vinyl and it works! Thank you for everything!

I will write instructions to here soon.


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PostPosted: Fri Jun 01, 2018 8:19 pm 

Joined: Fri Oct 06, 2017 3:43 pm
Posts: 33
Instructions:
1. Depack the ".tex" file
2. Edit the depacked textures
3. Copy paste edited textures to an another folder
4. Repack the ".tex" file
5. Depack it again
6. Copy paste edited textures from "another folder" to "dds" folder
7. Repack the ".tex" file again


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PostPosted: Sat Jun 02, 2018 2:25 am 

Joined: Fri Oct 27, 2017 7:36 pm
Posts: 94
barankaplan7878 wrote:
Instructions:
1. Depack the ".tex" file
2. Edit the depacked textures
3. Copy paste edited textures to an another folder
4. Repack the ".tex" file
5. Depack it again
6. Copy paste edited textures from "another folder" to "dds" folder
7. Repack the ".tex" file again


That's not exactly correct or a lil too much.

(0. backup tex file for backup safety reasons)
1. run depack
(1b. backup dds folder for backup safety reasons)
2. edit and resave directly into the dds folder
3. run repack

Again, Good it's working. This remote debug thing without having the game seemed impossible. Logic is logic tho. :D


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