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PostPosted: Sat Feb 09, 2019 6:04 pm 

Joined: Wed Oct 24, 2018 3:08 am
Posts: 10
This game has all the character files in a .pak file format. (These files are identical on PS2 and Xbox)
I would like to extract the contents so that I can edit them then repack them and put them back in the game.

I have tried dozens of bms scripts. Nothing seems to work. (A few of the scripts yield a few or lots of .dat files.)

I've attached a sample if anyone can help.


Attachments:
File comment: This is filecutter selection of one of the character files
PS2.zip [1.83 MiB]
Downloaded 14 times
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PostPosted: Wed Feb 13, 2019 12:32 am 

Joined: Thu Jul 30, 2015 5:39 pm
Posts: 29
t1op wrote:
I have tried dozens of bms scripts

I hope this one just got off your radar and do the trick for you. Good luck!
https://web.archive.org/web/20171221103153/http://ps23dformat.wikispaces.com/Wrath+Unleashed


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PostPosted: Wed Feb 13, 2019 11:41 pm 

Joined: Wed Oct 24, 2018 3:08 am
Posts: 10
Wasabi wrote:
t1op wrote:
I have tried dozens of bms scripts

I hope this one just got off your radar and do the trick for you. Good luck!
https://web.archive.org/web/20171221103153/http://ps23dformat.wikispaces.com/Wrath+Unleashed


Thank you!! All the site's links are dead, but I have emailed albinoleopard@yahoo.com to see if he still has a copy of the bms script.


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PostPosted: Fri Feb 22, 2019 5:32 pm 

Joined: Wed Oct 24, 2018 3:08 am
Posts: 10
I never heard back from albinoleopard, but I did find an archive of his bms scripts here thanks to Aluigi.

The script separates the file into 3ds objects. Unfortunately, it doesn't separate out the textures, which is what I wanted to edit in the first place...

The linked ps23d site above has some information about how to identify textures in a hex editor, but I have no idea how to use that information. Does that information make sense to someone here who understands bms scripts? Would it be possible to modify the bms script to separate out the textures as well as the 3d models?


Attachments:
WrathUnleashedPAKTo3dsbeta.bms [6.06 KiB]
Downloaded 7 times
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PostPosted: Sun Feb 24, 2019 11:24 pm 

Joined: Thu Jul 30, 2015 5:39 pm
Posts: 29
t1op wrote:
I never heard back from albinoleopard, but I did find an archive of his bms scripts here thanks to Aluigi.

The script separates the file into 3ds objects. Unfortunately, it doesn't separate out the textures, which is what I wanted to edit in the first place...

The linked ps23d site above has some information about how to identify textures in a hex editor, but I have no idea how to use that information. Does that information make sense to someone here who understands bms scripts? Would it be possible to modify the bms script to separate out the textures as well as the 3d models?

Do the models extracted with the script retain UV's data? you could extract textures via ninjaripper...


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PostPosted: Sat Mar 02, 2019 6:04 am 

Joined: Wed Oct 24, 2018 3:08 am
Posts: 10
Wasabi wrote:
t1op wrote:
I never heard back from albinoleopard, but I did find an archive of his bms scripts here thanks to Aluigi.

The script separates the file into 3ds objects. Unfortunately, it doesn't separate out the textures, which is what I wanted to edit in the first place...

The linked ps23d site above has some information about how to identify textures in a hex editor, but I have no idea how to use that information. Does that information make sense to someone here who understands bms scripts? Would it be possible to modify the bms script to separate out the textures as well as the 3d models?


Do the models extracted with the script retain UV's data? you could extract textures via ninjaripper...


I don't know what "UV" means. I saw a youtube video about ripping 3d models and textures using PCSX2; I don't remember if it was ninjaripper that was used. I imagine that could work... but I'm not sure how I could inject those textures back into the 3ds files correctly (so that I could repack the models and the game--using bms--so that it would be playable with the modified textures).


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PostPosted: Thu Mar 07, 2019 9:35 am 

Joined: Thu Jul 30, 2015 5:39 pm
Posts: 29
t1op wrote:
I don't know what "UV" means.

I dont believe you, probably you wrote that early in the morning before coffee. I mean "texture coordinates", better?
Grab some unwrap tool and check if there's any UVs stored in the model ;)
A rather dirty but quick approach would be opening the model in your favourite 3D editor and try to apply a texture.
If it maps, you'll get a (strange) skinned model = UVs present
If the model stills blank (unmapped) = UVs are a no-no

t1op wrote:
I saw a youtube video about ripping 3d models and textures using PCSX2; I don't remember if it was ninjaripper that was used.

Yes, it is but with some important clarifications I wish someone told me before trying.
PS2 3D ripping sucks. This is due the infamous lack of zbuffer in many old consoles.
So right now there's two options:
a) pcsx2 0.9.8 (zipped binaries, NOT installer) + default video plugin set to DirectX9 Software + ninjaripper x86 (x86/x64 included in the same pack)
This was the first approach for model ripping. This particular emu version is the last (therefore, most compatible)
including an .OBJ scene dump feature (shift+F8). Basically, you play until getting to your desired model and do the thing (it gets
stored at "pcsx2>snaps folder" besides a GS dump). Then, you fix size & projection with "PCSX2ModelConverter"
http://www.mediafire.com/file/t5exm9juo45uct2/PCSX2ModelConverter.zip
There's a youtube tutorial for it, check it. Theorically this is it but the truth is that the success rate is very irregular.
Some games rely on render techniques which completely screws the final result. Usually models come even lacking faces and
I never managed to get a level not completely destroyed.
If you are determined to try and get a nice rip, then you can relaunch pcsx2 with nripper and now with DirectX Harware
reach the same part with the model (savestates are your friend) and get textures. In theory, those should map the model correctly.
Oh yes, there's a chance of getting blueish textures... this is due the color space, you must change it to RGB with any tool for the task.
Yeah, I know...

b) pcsx2 1.4.0 + stereoscopic plugin (pressumed z-fix) + ninjaripper again
People say it works and in a better way, but... I can't, by any means, to make it work. Doing the same steps in every tutorial and nothing.

t1op wrote:
I imagine that could work... but I'm not sure how I could inject those textures back into the 3ds files correctly (so that I could repack the models and the game--using bms--so that it would be playable with the modified textures).

Wow, my fault mate, I didn't catch this line of yours at the beginning. I'm afraid that's not possible, unless the quickbms script converts
back from 3ds to original PS2 format besides reimporting. PS2 doesn't support 3DS models.
If you just want to perform a retexture, you must forget about models by now and focus in getting the textures from PAK containers.
Looking at the attached samples, the damned container is headerless... great. Also I couldn't find any reference to TM2 (the only PS2
format I can edit in a semi-solvent way).
It seems Gnie's Xpert Tools doesn't fix nothing here... going' out of options...
Ah! Have you tried yet scanning with Game Graphic Studio? You can find it sometimes with the alternate name of PESGraphicEditor.
Alternatively, there's Rainbow tool by Marco avaliable at romhacking.

That's all I can do at the moment. Good luck buddy.


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