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PostPosted: Tue Jul 02, 2019 7:52 am 

Joined: Wed May 23, 2018 1:00 pm
Posts: 75
GHFear wrote:
beedy wrote:
I made script for rx2 models and updated NHL texture script supporting skate 3 and Def jam. Materials isn't supported yet. Fifa 06 files are so different so it too complex to get same script.


Nice one dude! :D The model extraction works for a lot of the standalone character meshes. That's awesome.
Thank you.


Mate, I have fifa scripts for blender, can you help me and make noesis script, so I can open rx3 3d file with noesis, I use your fifa 2019 script and make my job much easier :D


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PostPosted: Sat Aug 31, 2019 1:57 pm 

Joined: Sat Aug 31, 2019 1:48 pm
Posts: 6
Hi guys, a newbie is speaking here.
Firstly, I wanna thank you every single one of you involved in this rx2 decompression project. I really appreciated your work.
I downloaded some old EA games XBOX 360 ISOs like UEFA CL 2006-07 and FIFA 08 and I would like to save textures in png or tga format. I succesfully decompressed big files with ea_big4.bms script using quickbms and then I tried to open and export rx2 kit textures using noesis and some plugins like tex_EA_Games_rx2 and tex_NHLLegacy_X360_rx2. However, when I tried to export the rx2 file into a more readable one like png or tga, I got an error message: "TypeError: an integer is required".
What am I doing wrong?


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PostPosted: Mon Sep 02, 2019 10:00 am 

Joined: Sat Aug 26, 2017 8:09 am
Posts: 51
I edit my NHL texture script for Fifa 06. I'm not sure which Fifa titles the script is compatible with but it works at least FIFA 06 Xbox 360 version. I haven't got samples from every titles to test it with. I think it may work with other early releases of FIFA.

Remember remove all other .rx2 scripts in plugins/python folder that noesis can read the right script!


Attachments:
tex_FIFA06_X360_rx2.py.zip [2.63 KiB]
Downloaded 10 times
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PostPosted: Mon Sep 02, 2019 11:16 am 

Joined: Sat Aug 31, 2019 1:48 pm
Posts: 6
Thanks for the script.
I tried, but unfortunately it didn't work. I got an error message (image in attachment):


Attachments:
screen.jpg [188.77 KiB]
Not downloaded yet
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PostPosted: Mon Sep 02, 2019 11:23 am 

Joined: Sat Aug 26, 2017 8:09 am
Posts: 51
Upload the rx2 you tried to open and I will look at it and update the script. What is the game?


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PostPosted: Mon Sep 02, 2019 12:08 pm 

Joined: Sat Aug 31, 2019 1:48 pm
Posts: 6
I attached the textures I would like to convert.
Another question: I would like also to extract the so called "minikits", which have a .big extension, but I think they are a sort of dds files or other image files. I think there are something similar in NHL series, too, when you can choose the uniform to wear in game.
Any suggestion?


Attachments:
FIFA 08 kit texture.rar [77.24 KiB]
Downloaded 7 times
UCL 06-07 kit texture.rar [148.65 KiB]
Downloaded 6 times
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PostPosted: Mon Sep 02, 2019 12:51 pm 

Joined: Sat Aug 26, 2017 8:09 am
Posts: 51
I test both attached kit textures and it can be opened with NHL legacy script (v 1.1 in attachment). I tried open FIFA 06 kit textures but it gives error because there is another group of names (jersey, team, numberback etc..). I can bypass it changing fileType for names to b'\x00\x00\x00\x03' in script but but it gives "integer is required" error because third and fifth texture is unknown texture type 7B. I tried to guess it but didn't succeed.


Attachments:
tex_NHLLegacy_X360_rx2.py.zip [1.9 KiB]
Downloaded 10 times
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PostPosted: Mon Sep 02, 2019 1:07 pm 

Joined: Sat Aug 31, 2019 1:48 pm
Posts: 6
Thanks, it worked! Your NHL script solved the mistery.
Now if you could just get me any clue in order to open minikits files, it would be really appreciated.


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PostPosted: Mon Sep 02, 2019 1:10 pm 

Joined: Sat Aug 26, 2017 8:09 am
Posts: 51
champon wrote:
Thanks, it worked! Your NHL script solved the mistery.
Now if you could just get me any clue in order to open minikits files, it would be really appreciated.


Upload the minikit so I will check it.


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PostPosted: Mon Sep 02, 2019 1:19 pm 

Joined: Sat Aug 31, 2019 1:48 pm
Posts: 6
Here they come:


Attachments:
FIFA 08 minikit.rar [13.46 KiB]
Downloaded 6 times
UCL 06-07 minikit.rar [7.24 KiB]
Downloaded 6 times
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PostPosted: Mon Sep 02, 2019 4:17 pm 

Joined: Sat Aug 26, 2017 8:09 am
Posts: 51
Unpack minikit .big files with quickbms and ea_big4.bms. Four files appear in output folder. Add the file extension .rx2 to rw4xb2 files (file 2 in j0_00001.big and file 3 in j0_00005.big) and use the Fifa 08 script in attachment. This script works also the kit textures that you uploaded before. I can't update my NHL script for these files because it cause problem with NHL stadium files so better to have a different script for different games.


Attachments:
tex_FIFA 08_X360_rx2.py.zip [2.65 KiB]
Downloaded 6 times
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PostPosted: Mon Sep 02, 2019 5:11 pm 

Joined: Sat Aug 31, 2019 1:48 pm
Posts: 6
It works like a charm.
Thank you so much for the dedication you put working on these files.
All the best, mate!


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PostPosted: Fri Sep 06, 2019 8:33 pm 

Joined: Wed May 23, 2018 1:00 pm
Posts: 75
beedy wrote:
Unpack minikit .big files with quickbms and ea_big4.bms. Four files appear in output folder. Add the file extension .rx2 to rw4xb2 files (file 2 in j0_00001.big and file 3 in j0_00005.big) and use the Fifa 08 script in attachment. This script works also the kit textures that you uploaded before. I can't update my NHL script for these files because it cause problem with NHL stadium files so better to have a different script for different games.

Beedy, is it possible to export model from rx2 file?


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PostPosted: Sat Sep 07, 2019 7:14 am 

Joined: Sat Aug 26, 2017 8:09 am
Posts: 51
MITA996 wrote:
Beedy, is it possible to export model from rx2 file?

Yes, it is with the scripts I previously uploaded to this thread. (rx2 scripts.zip or mdl_FIFA06_rx2.py.zip). There is so many different files with .rx2 extension and I can't remember which script is compatible with which game.


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PostPosted: Sat Sep 07, 2019 2:37 pm 
User avatar

Joined: Fri Mar 30, 2018 2:48 am
Posts: 243
MITA996 wrote:
beedy wrote:
Unpack minikit .big files with quickbms and ea_big4.bms. Four files appear in output folder. Add the file extension .rx2 to rw4xb2 files (file 2 in j0_00001.big and file 3 in j0_00005.big) and use the Fifa 08 script in attachment. This script works also the kit textures that you uploaded before. I can't update my NHL script for these files because it cause problem with NHL stadium files so better to have a different script for different games.

Beedy, is it possible to export model from rx2 file?


My advice would be to learn how to use 3D model researcher to get the models.
There is a HUGE amount of different types of renderware packaging formats for the 3D models inside rx2 archives, so making a script that works for all types would be very very time consuming.
But with some experience with 3D model researcher, you can export any 3D models you want.
Maybe, in the future, if either Beedy or me takes the time to list every single type of renderware4 3D model header ID, then we could automate the process, but for now, I would say to use 3D model researcher when Beedy's scripts don't work.

_________________
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PostPosted: Sat Sep 07, 2019 5:39 pm 

Joined: Wed May 23, 2018 1:00 pm
Posts: 75
GHFear wrote:
MITA996 wrote:
beedy wrote:
Unpack minikit .big files with quickbms and ea_big4.bms. Four files appear in output folder. Add the file extension .rx2 to rw4xb2 files (file 2 in j0_00001.big and file 3 in j0_00005.big) and use the Fifa 08 script in attachment. This script works also the kit textures that you uploaded before. I can't update my NHL script for these files because it cause problem with NHL stadium files so better to have a different script for different games.

Beedy, is it possible to export model from rx2 file?


My advice would be to learn how to use 3D model researcher to get the models.
There is a HUGE amount of different types of renderware packaging formats for the 3D models inside rx2 archives, so making a script that works for all types would be very very time consuming.
But with some experience with 3D model researcher, you can export any 3D models you want.
Maybe, in the future, if either Beedy or me takes the time to list every single type of renderware4 3D model header ID, then we could automate the process, but for now, I would say to use 3D model researcher when Beedy's scripts don't work.

I wanted to learn. And I'm doing my best to figure out where to start when I open the hex editor. I know how to use blender very well and make own models. But It's harder to export somr model :(


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