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 Post subject: Re: Quake Champions
PostPosted: Mon Oct 22, 2018 9:43 am 

Joined: Wed Oct 17, 2018 2:41 pm
Posts: 7
Psychotic Care Bear wrote:
Rhoken wrote:

but dds texture seems to be corrupted: in photoshop with dds plugin is all black, with DXTBmp doesn't load anything, DDSViewer crash when i try to load one... or seems they have a obnoxious proprietary "color palette" (like the models)...


I had the same issue, that's why I used Visual Studio, which I already had installed, its probably your viewer doesn't support later versions of dds or something stupid like that

OR

you could use Paint.net download link along with this filetype plugin, follow the instructions in the plugin zip readme to install

NOTE: to load them you must rename the dds files to dds2 files for the time being

OR

for Photoshop use this
ù

Works with Intel texture plugin


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 Post subject: Re: Quake Champions
PostPosted: Mon Oct 22, 2018 9:56 am 

Joined: Thu Aug 30, 2018 3:13 pm
Posts: 11
Rhoken wrote:
Psychotic Care Bear wrote:
Rhoken wrote:

but dds texture seems to be corrupted: in photoshop with dds plugin is all black, with DXTBmp doesn't load anything, DDSViewer crash when i try to load one... or seems they have a obnoxious proprietary "color palette" (like the models)...


I had the same issue, that's why I used Visual Studio, which I already had installed, its probably your viewer doesn't support later versions of dds or something stupid like that

OR

you could use Paint.net download link along with this filetype plugin, follow the instructions in the plugin zip readme to install

NOTE: to load them you must rename the dds files to dds2 files for the time being

OR

for Photoshop use this
ù

Works with Intel texture plugin


Why are you converting dds files?
This script outputs png files.


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 Post subject: Re: Quake Champions
PostPosted: Mon Oct 22, 2018 12:18 pm 

Joined: Mon Oct 15, 2018 2:17 am
Posts: 5
z65536 wrote:
Why are you converting dds files?
This script outputs png files.


probably because in the original posting for the script you said we only needed RawTexCmd.exe, I only got png files when I placed texconv.exe there too


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 Post subject: Re: Quake Champions
PostPosted: Mon Oct 22, 2018 1:04 pm 

Joined: Thu Aug 30, 2018 3:13 pm
Posts: 11
Psychotic Care Bear wrote:
probably because in the original posting for the script you said we only needed RawTexCmd.exe, I only got png files when I placed texconv.exe there too


Rawtex page says "It needs microsoft's texconv to work."


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 Post subject: Re: Quake Champions
PostPosted: Fri Nov 02, 2018 3:56 am 

Joined: Sat Sep 08, 2018 3:30 am
Posts: 4
Do you have the constant for quake champions pts?


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 Post subject: Re: Quake Champions
PostPosted: Fri Nov 02, 2018 6:57 pm 
User avatar

Joined: Wed Jun 06, 2018 7:46 pm
Posts: 7
Rev3n4nt wrote:
I used unpacker script, and got all files out.
Models are seems to be *.TPL files(at least static ones).
Textures are *.PCT
from Xentax forum:
Quote:
GRiNDERKILLER wrote:
About TPL files they have a string S3DRESOURCE means SABER 3D RESOURCE. MESH maybe?... I tried H2O but no luck. Since i still don't know where starts VTBlock and which size has.

Quote:
GRiNDERKILLER wrote:
PCT are only textures. TCIP header means PICTURE. Btw textures are easily convertable by Rawtex. You must just set start offset of raw data + sometimes guess compression. But mostly they are BC7 - RGB/sRGB

I used Ninja Ripper for extracting weapon models & textures before - back then UV's were ripped fine, now they're mess. Since size is same(tris&vertex) in new version, I upload old ripped model with textures for comparison and maybe help to recognize new format.
http://www.mediafire.com/file/2fg1bci3hi6dr6m/qc_rge_ripp.zip/file
If anybody figure out how to read\convert models and textures files into common models and textures format with keeping UV's for models - I upload models and textures for that as well.
http://www.mediafire.com/file/t88wuha6ps44qcg/qc_rge_textures.zip/file
http://www.mediafire.com/file/c3e9vfxrs9elc6p/qc_rge_tpl.zip/file


I uploaded models, so somebody can compare 2 models(old & new format) and find how to use original QC model format.
After updates, all models for weapons and champions are broken UV. The only way now is to find right format for models that can be extracted by QuickBMS.
Did somebody tried to find that out? And can be that helpful in someway at all, for comparioson and finding how QC model format works?


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 Post subject: Re: Quake Champions
PostPosted: Sat Nov 03, 2018 7:52 pm 

Joined: Wed Aug 20, 2014 9:30 pm
Posts: 1
thank you for script, i extract shared.pak\[sound], but with what tool convert "bank" files?


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 Post subject: Re: Quake Champions
PostPosted: Sat Nov 10, 2018 4:51 am 

Joined: Wed Jan 17, 2018 5:15 pm
Posts: 11
for OFFSET = 0
goto OFFSET
findloc OFFSET string "FSB5"
goto OFFSET
getdstring FSB_SIGN 4 # FSOUND_FSB_HEADER_FSB5 (fsb.h)
get version long
get numsamples long
get shdrsize long
get namesize long
get datasize long
xmath SIZE "0x3c + shdrsize + namesize + datasize"
log "" OFFSET SIZE
next OFFSET + SIZE


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 Post subject: Re: Quake Champions
PostPosted: Sat Nov 10, 2018 2:23 pm 
Site Admin
User avatar

Joined: Wed Jul 30, 2014 9:32 pm
Posts: 9267
@peterzhenhh
I have a complete script that automatically dumps all the FSB archives from an input file:
http://aluigi.org/bms/dump_fsbs.bms

Yeah the name "dump FSBs" isn't helpful for finding it on the QuickBMS page, but I didn't know what other keywords to use in the name :D
Keywords are welcome


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 Post subject: Re: Quake Champions
PostPosted: Sun Nov 18, 2018 11:32 am 

Joined: Sat Sep 08, 2018 3:30 am
Posts: 4
script doesn't work after the last update
Image


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 Post subject: Re: Quake Champions
PostPosted: Sun Nov 18, 2018 4:39 pm 
Site Admin
User avatar

Joined: Wed Jul 30, 2014 9:32 pm
Posts: 9267
Upload one of the new archives just to check if it's a small change or something bigger.


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 Post subject: Re: Quake Champions
PostPosted: Mon Nov 19, 2018 6:12 pm 

Joined: Mon Nov 19, 2018 6:09 pm
Posts: 1
New update pak
https://drive.google.com/file/d/1fP9dF_ ... sp=sharing


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 Post subject: Re: Quake Champions
PostPosted: Mon Nov 19, 2018 8:53 pm 
User avatar

Joined: Wed Jun 06, 2018 7:46 pm
Posts: 7
I extracted all QC archives. Converted all *.pct into images, works well.
Since we have *.hkx probably for animation & *.TPL probably model format,
does anybody havean idea how to convert models with UV?
Because point of extracting archives mainly in models with UV.
For textures and models without UV we can use Ninja Ripper as before.


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 Post subject: Re: Quake Champions
PostPosted: Mon Nov 19, 2018 8:57 pm 
Site Admin
User avatar

Joined: Wed Jul 30, 2014 9:32 pm
Posts: 9267
Do you have other new PAK archives?
Maybe one very small and one containing audio data.

What I have noticed is that there is no compression and encryption, just like if it's a totally new format, data is readable (text, raw graphics and so on).


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 Post subject: Re: Quake Champions
PostPosted: Tue Nov 20, 2018 3:48 am 

Joined: Sat Sep 08, 2018 3:30 am
Posts: 4
aluigi wrote:
Do you have other new PAK archives?
Maybe one very small and one containing audio data.


here is another pak archive. https://drive.google.com/open?id=15mVow ... Qk_FIjB3cw


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