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 Post subject: Dark Souls 2 file formats
PostPosted: Wed Oct 09, 2013 7:37 am 
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I'd like to get a head start on the dark souls 2 file formats, so I can hopefully have some support for it in DSMODT when Dark Souls 2 is released in March, or shortly thereafter~

So I've gotten into the network test, and am downloading the client right now-- however, I haven't a clue on how to get these files off of my PS3 (and I'm fairly confident I don't have the hardware for it anyways >_<) so in addition to using this thread to discuss these formats, I'd also like to hear from some of the others who are in the network test, about getting some files to work with.

I can't wait to work with the dark souls 2 files! ^_^

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 Post subject: Re: Dark Souls 2 file formats
PostPosted: Fri Oct 11, 2013 11:00 am 
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To answer your question,
  1. Get some sort of way to log your PS3 network activity.
  2. Start (or unpause) the client download.
  3. Sniff the URL it grabs for the install package.
  4. Unpack that package for game data using PS3 package unpacking tools.

As for formats, mostly the same as Dark Souls. At least the archives, not looked at models.

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 Post subject: Re: Dark Souls 2 file formats
PostPosted: Fri Oct 11, 2013 1:44 pm 
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Hey Rick, thanks for the reply~

I actually managed to get the package onto my computer thanks to somebody else who suggested pretty much exactly the same thing- and have discovered the same thing as you regarding formats. Some minor shuffling of values here and there, but the archives are pretty much the same.

I'd actually wanted to wait until I had some screenshots of models (hopefully in a few days!) before I posted again, but didn't want to put off thanking you for sharing the info~

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 Post subject: Re: Dark Souls 2 file formats
PostPosted: Thu Apr 24, 2014 5:04 pm 
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A lot of the models extracted using the old Dark Souls 1 script method. Some of the new models have a different amount of parts entries than mesh entries.

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 Post subject: Re: Dark Souls 2 file formats
PostPosted: Thu Apr 24, 2014 6:40 pm 
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Could you try my apha script with models which aren't working? It's "raw" and unfinished but I want to know will it work or not. Thanks


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 Post subject: Re: Dark Souls 2 file formats
PostPosted: Fri Apr 25, 2014 7:18 am 
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So guys, 6 downloads - any one could report about Dark Souls 2 models? I tried script with Dark Souls 1 models nicely (I have the game), but didn't have much of DS 2 models.

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 Post subject: Re: Dark Souls 2 file formats
PostPosted: Fri Apr 25, 2014 3:48 pm 
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zaramot wrote:
So guys, 6 downloads - any one could report about Dark Souls 2 models? I tried script with Dark Souls 1 models nicely (I have the game), but didn't have much of DS 2 models.


I tried your script on the Dark Souls 2 Xbox360 .flver files, but they didn't load. I'll try some more tests later today.

After further testing, I changed readshort, readlong, and readfloat to readBEshort, readBElong, and readBEfloat, and the Xbox360 models are loading.
I also had to comment out a part of the bone reading, but it may also have to do with the console version of the files.

Testing on more models currently.

A lot of the models are loading with just those changed.


Last edited by EcheloCross on Fri Apr 25, 2014 5:24 pm, edited 3 times in total.

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 Post subject: Re: Dark Souls 2 file formats
PostPosted: Fri Apr 25, 2014 5:06 pm 
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Ah, it's for PC version for Xbox-360 use this one

EDIT: Updated Xbox-360 script a bit


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Last edited by zaramot on Sat Apr 26, 2014 7:02 am, edited 1 time in total.

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 Post subject: Re: Dark Souls 2 file formats
PostPosted: Fri Apr 25, 2014 5:28 pm 
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zaramot wrote:
Ah, it's for PC version for Xbox-360 use this one


It works great. Will test on more models later.


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 Post subject: Re: Dark Souls 2 file formats
PostPosted: Fri Apr 25, 2014 5:31 pm 
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zaramot wrote:
Ah, it's for PC version for Xbox-360 use this one


Hi Would you be so kind and help with localization of DS2 for X360 and PC ?

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 Post subject: Re: Dark Souls 2 file formats
PostPosted: Fri Apr 25, 2014 6:13 pm 
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The c1000 model is loading a little different between the converted pc script, and the xbox360 script.

The model on the left is the pc script with reversed endianness and bone node info commented out, and the model on the right is the untouched xbox360 script.
I had to move the uvs' around and scale them to get to line up, what I did in the other screen shots was:
Code:
//Scaling
tu = (tu * (8192));
tv = (tv * (8192));

//Flipping
tv = ((tv * (-1)) + 1);


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 Post subject: Re: Dark Souls 2 file formats
PostPosted: Fri Apr 25, 2014 7:36 pm 
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Cool! Thanks for all the testing, I guess I should download Xbox-360 or PC version of Dark Souls 2, or if script will fail for some models, you can upload them and send me via PM?

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 Post subject: Re: Dark Souls 2 file formats
PostPosted: Sat Apr 26, 2014 10:29 am 
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Can anyone please write bms script for GameData1.bdt and GameData1.bhd(index) files ?

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 Post subject: Re: Dark Souls 2 file formats
PostPosted: Thu May 01, 2014 8:33 am 
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michalss wrote:
Can anyone please write bms script for GameData1.bdt and GameData1.bhd(index) files ?

What the problems? Use try use Rick tools


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 Post subject: Re: Dark Souls 2 file formats
PostPosted: Thu May 01, 2014 6:39 pm 
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Ekey wrote:
michalss wrote:
Can anyone please write bms script for GameData1.bdt and GameData1.bhd(index) files ?

What the problems? Use try use Rick tools



Can unpack only, but not repack also does not work for X360 , also no support for GameData1.bdt and bhd :( also there are text files as container i dont know structure :(

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