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 Post subject: Dead Space 3 Awakend
PostPosted: Mon Nov 10, 2014 7:49 pm 

Joined: Mon Nov 10, 2014 7:43 pm
Posts: 19
Hi
knew someone write Script BMSquick
file from xbox360

https://www.dropbox.com/s/1jnczvxlmfwdc ... l.str?dl=0


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 Post subject: Re: Dead Space 3 Awakend
PostPosted: Mon Nov 10, 2014 11:23 pm 
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http://aluigi.org/papers/bms/others/dead_space_3.bms


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 Post subject: Re: Dead Space 3 Awakend
PostPosted: Tue Nov 11, 2014 4:17 am 

Joined: Mon Nov 10, 2014 7:43 pm
Posts: 19
thank you. Is possible to pack?


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 Post subject: Re: Dead Space 3 Awakend
PostPosted: Tue Nov 11, 2014 7:57 am 
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Yes, the script is valid for reimporting (section 3 of quickbms.txt)


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 Post subject: Re: Dead Space 3 Awakend
PostPosted: Tue Nov 11, 2014 5:53 pm 
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I don't know what you mean with repack and pack, quickbms just reimports the files.

Anyway here I see a problem because the archive contains many files with the same name and so the reimport feature can't work in this situation.
A solution can be inserting a sequential number after each filename, in that case you can reinject the file in the archive.
Let me know if this solution would be ok and I will add this feature to the script.


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 Post subject: Re: Dead Space 3 Awakend
PostPosted: Tue Nov 11, 2014 6:04 pm 
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Script updated to version 0.1.1 where it checks only the previous filename and adds a number to it if it's the same.


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 Post subject: Re: Dead Space 3 Awakend
PostPosted: Tue Nov 11, 2014 7:50 pm 

Joined: Mon Nov 10, 2014 7:43 pm
Posts: 19
Great job works fine


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 Post subject: Re: Dead Space 3 Awakend
PostPosted: Wed Nov 12, 2014 5:47 am 

Joined: Mon Nov 10, 2014 7:43 pm
Posts: 19
Paste Other sizes original file?


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 Post subject: Re: Dead Space 3 Awakend
PostPosted: Wed Nov 12, 2014 7:39 am 
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You cannot import a file bigger than the original one.


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 Post subject: Re: Dead Space 3 Awakend
PostPosted: Wed Nov 12, 2014 7:40 pm 

Joined: Mon Nov 10, 2014 7:43 pm
Posts: 19
help from the script on ps3
https://www.dropbox.com/s/56pzk26hmvu34vy/482?dl=0


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 Post subject: Re: Dead Space 3 Awakend
PostPosted: Wed Nov 12, 2014 8:35 pm 
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Script updated.


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 Post subject: Re: Dead Space 3 Awakend
PostPosted: Wed Nov 12, 2014 8:41 pm 

Joined: Wed Aug 13, 2014 10:00 am
Posts: 165
So, the file from PS3 don't have a LZXD chunk type, but Rpak type. It refers to EA's RefPack compression.


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 Post subject: Re: Dead Space 3 Awakend
PostPosted: Wed Nov 12, 2014 8:47 pm 
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You are right, 0x10fb, script updated to version 0.2.1


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 Post subject: Re: Dead Space 3 Awakend
PostPosted: Wed Nov 12, 2014 9:06 pm 

Joined: Mon Nov 10, 2014 7:43 pm
Posts: 19
Error: impossible to write 0xfffffff4 bytes


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 Post subject: Re: Dead Space 3 Awakend
PostPosted: Wed Nov 12, 2014 9:30 pm 
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I don't have that error with the samples you provided


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 Post subject: Re: Dead Space 3 Awakend
PostPosted: Thu Nov 13, 2014 3:50 am 

Joined: Mon Nov 10, 2014 7:43 pm
Posts: 19
The Quick BMS GUI writes : - c_structs: "xmath" "NEXT_CHUNK_OFFSET" "CHUNK_OFFSET + CHUNK_SIZE"


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 Post subject: Re: Dead Space 3 Awakend
PostPosted: Thu Nov 13, 2014 4:43 am 
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What version of quickbms are you using?
The latest is 0.6


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 Post subject: Re: Dead Space 3 Awakend
PostPosted: Thu Nov 13, 2014 8:20 pm 
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The RefPack compression will be available in QuickBMS 0.6.1, currently that re-compression is not implemented.


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 Post subject: Re: Dead Space 3 Awakend
PostPosted: Thu Nov 13, 2014 8:39 pm 

Joined: Mon Nov 10, 2014 7:43 pm
Posts: 19
Error: unsupported compression 114 in reimport mode


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 Post subject: Re: Dead Space 3 Awakend
PostPosted: Sat Jan 21, 2023 12:26 am 

Joined: Sat Jan 21, 2023 12:24 am
Posts: 7
cervik wrote:
Hi
knew someone write Script BMSquick
file from xbox360

https://www.dropbox.com/s/1jnczvxlmfwdc ... l.str?dl=0

Link not working help!!!


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