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 Post subject: Re: Castlevania: Lords of Shadow
PostPosted: Thu Feb 27, 2014 6:39 am 
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Well that would explain why some surfaces are so pixelated up close, how unfortunate if that's so.
(Normal map texture being compressed and of a lower resolution than the diffuse/base texture if that's all that's in the high-res archive.)

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 Post subject: Re: Castlevania: Lords of Shadow
PostPosted: Thu Feb 27, 2014 11:54 am 
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Savage wrote:
Tried the last bms for Pc with the big file Data00.packed (4,120Gb's) using quickbms_4gb_files last version i get:

Quote:
0000000000019ba8 524416 2d/loading/book/i_menu_sw_relics_01-b.dds
Error: the compressed zlib/deflate input is wrong or incomplete (-3)

Error: there is an error with the decompression
the returned output size is negative (-1)


I've got extractly the same error when using Haoose's updated script.

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 Post subject: Re: Castlevania: Lords of Shadow
PostPosted: Thu Feb 27, 2014 1:21 pm 
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I check it later.


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 Post subject: Re: Castlevania: Lords of Shadow
PostPosted: Thu Feb 27, 2014 4:10 pm 
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Done.

Code:
# Castlevania: Lords of Shadow 2 (PC) (PACKED format)
#
# Written by Ekey (h4x0r)
# http://forum.xentax.com
#
# script for QuickBMS http://quickbms.aluigi.org

comtype unzip_dynamic

idstring "BFPK"
get VERSION short
get FLAG short
get FILES long

for i = 0 < FILES
    get NSIZE long
    getdstring NAME NSIZE
    get SIZE long
    get OFFSET longlong
    savepos TEMP
   
   if FLAG = 0
        log NAME OFFSET SIZE
   elseif FLAG = 1
        goto OFFSET
        get ZSIZE long
        savepos OFFSET
        clog NAME OFFSET ZSIZE SIZE
    endif
    goto TEMP
next i


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 Post subject: Re: Castlevania: Lords of Shadow
PostPosted: Thu Feb 27, 2014 6:19 pm 
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it's weird, I got this message and can not get the last txt files.

Image

And also, at first I tried using Haoose's bms script, the game seems be able to load the extracted files, but when I use your script the game did not. I checked the extracted files and they seems broken or compressed. You can see the left wav files are not read/indentityable and the right one (extracted from Haoose's script) is fine.

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 Post subject: Re: Castlevania: Lords of Shadow
PostPosted: Thu Feb 27, 2014 7:04 pm 
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Hm strange. You can see for example : on my screen offset for file language/portoguese.txt is 0x10674a85c but on your screen 0x10674a858 - difference 4. Seems not all files with FLAG 1 is compressed or bug with OFFSET. I check it later. Try this one

Code:
# Castlevania: Lords of Shadow 2 (PC) (PACKED format) 0.1a
#
# Written by Ekey (h4x0r)
# http://forum.xentax.com
#
# script for QuickBMS http://quickbms.aluigi.org

comtype unzip_dynamic

idstring "BFPK"
get VERSION short
get FLAG short
get FILES long

for i = 0 < FILES
    get NSIZE long
    getdstring NAME NSIZE
    get SIZE long
    get OFFSET longlong
    savepos TEMP
   
    goto OFFSET
    get ZSIZE long
    savepos OFFSET
   
    if ZSIZE == SIZE
        log NAME OFFSET SIZE
    else
        clog NAME OFFSET ZSIZE SIZE
    endif
    goto TEMP
next i


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 Post subject: Re: Castlevania: Lords of Shadow
PostPosted: Thu Feb 27, 2014 8:49 pm 
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Packer for localisation coming in March =)

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 Post subject: Re: Castlevania: Lords of Shadow
PostPosted: Fri Feb 28, 2014 3:25 am 
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Ekey wrote:
Hm strange. You can see for example : on my screen offset for file language/portoguese.txt is 0x10674a85c but on your screen 0x10674a858 - difference 4. Seems not all files with FLAG 1 is compressed or bug with OFFSET. I check it later. Try this one

Code:
# Castlevania: Lords of Shadow 2 (PC) (PACKED format) 0.1a
#
# Written by Ekey (h4x0r)
# http://forum.xentax.com
#
# script for QuickBMS http://quickbms.aluigi.org

comtype unzip_dynamic

idstring "BFPK"
get VERSION short
get FLAG short
get FILES long

for i = 0 < FILES
    get NSIZE long
    getdstring NAME NSIZE
    get SIZE long
    get OFFSET longlong
    savepos TEMP
   
    goto OFFSET
    get ZSIZE long
    savepos OFFSET
   
    if ZSIZE == SIZE
        log NAME OFFSET SIZE
    else
        clog NAME OFFSET ZSIZE SIZE
    endif
    goto TEMP
next i


extracted perfectly with this bms script :D

game seems load extracted files but unfortunately as soon as enters the first screen, it crashed.

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 Post subject: Re: Castlevania: Lords of Shadow
PostPosted: Sat Mar 01, 2014 12:03 pm 
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namquang93 wrote:
game seems load extracted files but unfortunately as soon as enters the first screen, it crashed.

Same problem. Also tried to replace some textures in the archive - game crashed after intro video.


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 Post subject: Re: Castlevania: Lords of Shadow
PostPosted: Sat Mar 01, 2014 9:19 pm 
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Need create new packed-file

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 Post subject: Re: Castlevania: Lords of Shadow
PostPosted: Sun Mar 02, 2014 6:51 am 
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Any idea, how to change player model?
I tried:
1. Change parameter "_Dracula_Skin" in my save game. But it can be only "Alucard" or "Dracula". Affects armor color.
2. Replacing mesh files in the packed file. dracula.msh to draculaold.msh for ex. This method crashes game after intro video.
I think the player model is defined in the script of each level (\levels\levelname\scripts). But scripts are compiled lua and "unluac" does not work for them :).


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 Post subject: Re: Castlevania: Lords of Shadow
PostPosted: Tue Mar 04, 2014 7:45 pm 
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Hi! I was able to extract all the files from the 4gb archieve but i have problem to open the dds textures.. what format is really?
Thank you in advance!
Sorry for my English :D


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 Post subject: Re: Castlevania: Lords of Shadow
PostPosted: Wed Mar 05, 2014 10:30 am 
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Packer for localisation
http://games-gen.com/soft/CastlevaniaLo ... Packer.rar
Edit files in folder files
Press button
Copy new packed-file to folder mods/
Run game =)

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 Post subject: Re: Castlevania: Lords of Shadow
PostPosted: Sun Mar 09, 2014 7:12 pm 
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Haoose wrote:
Packer for localisation

Is it possible to make packer for other game files? Textures, models etc.


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 Post subject: Re: Castlevania: Lords of Shadow
PostPosted: Mon Mar 10, 2014 5:09 pm 
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Yes. Of course. Easy file-format


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