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PostPosted: Wed Feb 13, 2019 9:17 pm 

Joined: Wed May 23, 2018 1:00 pm
Posts: 58
So, I googled it, searched here about decompression rx2, and didn't find a clue. GHFear made tool for rx2, but I got error in noesis. Can someone help me, give a hint ;D

https://www.mediafire.com/file/tdt0d72r ... s.rx2/file


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PostPosted: Wed Feb 13, 2019 11:06 pm 

Joined: Fri Mar 30, 2018 2:48 am
Posts: 80
MITA996 wrote:
So, I googled it, searched here about decompression rx2, and didn't find a clue. GHFear made tool for rx2, but I got error in noesis. Can someone help me, give a hint ;D

https://www.mediafire.com/file/tdt0d72r ... s.rx2/file



It's different that the other RX2 files I have been working with.
But what game is it? So I can add it to my Tool in the future :)


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PostPosted: Wed Feb 13, 2019 11:26 pm 

Joined: Wed May 23, 2018 1:00 pm
Posts: 58
GHFear wrote:
MITA996 wrote:
So, I googled it, searched here about decompression rx2, and didn't find a clue. GHFear made tool for rx2, but I got error in noesis. Can someone help me, give a hint ;D

https://www.mediafire.com/file/tdt0d72r ... s.rx2/file



It's different that the other RX2 files I have been working with.
But what game is it? So I can add it to my Tool in the future :)

fifa 06 road to the world cup. Oh I see, and also size of face textures are so big..


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PostPosted: Thu Feb 14, 2019 3:55 am 

Joined: Fri Mar 30, 2018 2:48 am
Posts: 80
If you can, hit me up with some more samples so I can make sure everything is correct.


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PostPosted: Thu Feb 14, 2019 12:59 pm 

Joined: Wed May 23, 2018 1:00 pm
Posts: 58
GHFear wrote:
If you can, hit me up with some more samples so I can make sure everything is correct.

Sure mate, here you are. Also there are head_textures, I've never seen that xd
https://www.mediafire.com/file/pwu122dt ... s.rar/file


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PostPosted: Thu Feb 14, 2019 1:18 pm 

Joined: Sat Aug 26, 2017 8:09 am
Posts: 35
Here is what I replied to mita996 with private message. I think It will help someone else.

Is your file Xbox 360 format? I have NHL Legacy xbox 360 script you can't use it because file header is different in fifa. I will see if I can fix it compatible with fifa. Texture data is same but it needs to reverse engineer several info about header: File count, text names, data offset, texture block size, width and height etc. Before the script you can easily convert files to xpr (Xbox 360 resource file)

Use .rdf file and bundler.exe ( you can find it from GHfears rx2 tool) to create .xpr file. Then copy data from offset 0x1000 from fifa file and paste it to created xpr from offset 0x80C.

Then use noesis with xpr script to view textures.

You can use .xpr file in attachment for all faces textures but if you want to convert other textures you need to compile rdf with it.

I made simple tutorial that helps you to compile rdf file

Red squared are the textures, there is 3 textures in fifa face file.

Green squared are the file formats:
52 = D3DFMT_DXT1
53 = D3DFMT_DXT3
54 = D3DFMT_DXT5
71 = D3DFMT_DXN

Blue squared are the width and heights
00 3F E1 FF = 512x512
00 7F E3 FF = 1024x1024
calculate example height:
00 3F is 63 in decimal then 63 + 1 = 64 * 8 = 512
00 7F is 127 + 1 = 128 * 8 = 1024

Width, you need binary calculator:
0xE1FF + 1 = 0xE200 AND 0x1FFF = 0x200 = 512
0xE3FF + 1 = 0xE400 AND 0x1FFF = 0x400 = 1024

Create blank texture named 1.tga and drag it same folder where bundler.exe and rdf file is
Then use bundler to create .xpr with this command:
Bundler.exe fifa_face.rdf -o example.xpr

Tutorial image:
https://imgur.com/a/JTClT1H

.Xpr file and xpr-script link:
https://ufile.io/aodgl


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PostPosted: Thu Feb 14, 2019 10:09 pm 

Joined: Fri Mar 30, 2018 2:48 am
Posts: 80
Adding to this discussion:
These files have footers with the texture information stored in them at the end of the file.
The header doesn't store the size and offset.
This format is an EARLY version of the XPR from the very early Xbox 360 SDK.
I am adding it to my tool right now. Will be ready tomorrow or the day after. Adding compatability with multiple files too. So no worries.


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PostPosted: Thu Feb 14, 2019 11:52 pm 

Joined: Wed May 23, 2018 1:00 pm
Posts: 58
GHFear wrote:
Adding to this discussion:
These files have footers with the texture information stored in them at the end of the file.
The header doesn't store the size and offset.
This format is an EARLY version of the XPR from the very early Xbox 360 SDK.
I am adding it to my tool right now. Will be ready tomorrow or the day after. Adding compatability with multiple files too. So no worries.

Perfect, beedy helped me with exporting textures, thanks for your tools, guys, looking forward to see that :)


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PostPosted: Sat Feb 16, 2019 11:23 am 

Joined: Fri Mar 30, 2018 2:48 am
Posts: 80
Here is a script attached I made for unpacking the textures from the RX2 packages (for QuickBMS) and also a script I made for Noesis to view them.
This way you have the individual raster files :)


Attachments:
Fifa 06 Scripts (By GHFear).zip [1.74 KiB]
Downloaded 8 times
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PostPosted: Sat Feb 16, 2019 12:17 pm 

Joined: Wed May 23, 2018 1:00 pm
Posts: 58
GHFear wrote:
Here is a script attached I made for unpacking the textures from the RX2 packages (for QuickBMS) and also a script I made for Noesis to view them.
This way you have the individual raster files :)

Greeeat news, will there be script for models maybe, or the only way is model researcher? :D So thankful for thissss


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PostPosted: Sat Feb 16, 2019 12:37 pm 

Joined: Fri Mar 30, 2018 2:48 am
Posts: 80
MITA996 wrote:
GHFear wrote:
Here is a script attached I made for unpacking the textures from the RX2 packages (for QuickBMS) and also a script I made for Noesis to view them.
This way you have the individual raster files :)

Greeeat news, will there be script for models maybe, or the only way is model researcher? :D So thankful for thissss


Once I have the whole header for the RX2 model format reverse engineered, I will make a script for Model Researcher Pro that exports the models as OBJ.
So yeah, it may take a pretty long while. Since I have to learn enough Python to write the scripts and also reverse engineer insanely large headers x) But it should be done until 2020 at least. :)


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PostPosted: Sat Feb 16, 2019 12:53 pm 

Joined: Wed May 23, 2018 1:00 pm
Posts: 58
GHFear wrote:
MITA996 wrote:
GHFear wrote:
Here is a script attached I made for unpacking the textures from the RX2 packages (for QuickBMS) and also a script I made for Noesis to view them.
This way you have the individual raster files :)

Greeeat news, will there be script for models maybe, or the only way is model researcher? :D So thankful for thissss


Once I have the whole header for the RX2 model format reverse engineered, I will make a script for Model Researcher Pro that exports the models as OBJ.
So yeah, it may take a pretty long while. Since I have to learn enough Python to write the scripts and also reverse engineer insanely large headers x) But it should be done until 2020 at least. :)

That will be awesomeeeeeee. Can't wait buddy :)))) Best regards and all the best


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PostPosted: Thu Feb 28, 2019 10:14 pm 

Joined: Sat Aug 26, 2017 8:09 am
Posts: 35
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.


Attachments:
rx2 scripts.zip [9.96 KiB]
Downloaded 9 times
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PostPosted: Fri Mar 01, 2019 3:28 pm 

Joined: Fri Mar 30, 2018 2:48 am
Posts: 80
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.


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PostPosted: Mon Mar 04, 2019 9:09 am 

Joined: Wed May 23, 2018 1:00 pm
Posts: 58
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.

Great Beedy, is it work with other fifa version, like fifa 08, fifa 09?


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PostPosted: Mon Mar 04, 2019 9:13 am 

Joined: Sat Aug 26, 2017 8:09 am
Posts: 35
If you send some samples I will test if it works with fifa files


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PostPosted: Tue Mar 05, 2019 7:18 am 

Joined: Sat Aug 26, 2017 8:09 am
Posts: 35
Here is script for fifa 06 heads model.


Attachments:
mdl_FIFA06_rx2.py.zip [2.3 KiB]
Downloaded 7 times
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PostPosted: Wed Mar 06, 2019 10:45 pm 

Joined: Wed May 23, 2018 1:00 pm
Posts: 58
beedy wrote:
Here is script for fifa 06 heads model.

Magnificent mate. But, strange thing happened, just the head 933, that I posted already can be viewed with noesis and even just one part.. Here are more samples of heads.
https://www.mediafire.com/file/016dtddd ... 6.rar/file


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PostPosted: Thu Mar 07, 2019 7:47 am 

Joined: Sat Aug 26, 2017 8:09 am
Posts: 35
You can cycle sub-models to view all parts. To extract all parts you need to cycle all sub-models separately and select export from preview. If you want to view all parts together go to Tools->Data viewer->Draw all models. You can't extract all meshes at the same time only cycle sub-models and extract from preview.

Here is updated script for heads:


Attachments:
mdl_FIFA06_rx2.py.zip [2.25 KiB]
Downloaded 3 times
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PostPosted: Thu Mar 07, 2019 8:27 am 

Joined: Wed May 23, 2018 1:00 pm
Posts: 58
beedy wrote:
You can cycle sub-models to view all parts. To extract all parts you need to cycle all sub-models separately and select export from preview. If you want to view all parts together go to Tools->Data viewer->Draw all models. You can't extract all meshes at the same time only cycle sub-models and extract from preview.

Here is updated script for heads:

Thank you very much. It works great :D


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