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 Post subject: Re: Phyre engine (Godzilla, Super Heroine Ch., Onechanbara,
PostPosted: Sat May 06, 2017 4:57 pm 
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Thanks! Everything seems to be in working order aside from dlc (which you noted was encrypted). Just waiting to see about textures. I did try looking at the files in a hexeditor and I saw what you meant earlier about filenames; they were right there in plain text. Just couldn't figure out what needed to be pulled from the files to create a working texture.


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 Post subject: Re: Phyre engine (Godzilla, Super Heroine Ch., Onechanbara,
PostPosted: Sat May 06, 2017 5:00 pm 
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ssringo wrote:
(which you noted was encrypted)

I also posted the picture with decrypted banana.

p.s. now downloading FFX


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 Post subject: Re: Phyre engine (Godzilla, Super Heroine Ch., Onechanbara,
PostPosted: Sat May 06, 2017 5:05 pm 
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Oh, I figured you were still working on that. Drag/dropping the .dlc file crashes the tool and the bms script I posted earlier doesn't extract the dlc.


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 Post subject: Re: Phyre engine (Godzilla, Super Heroine Ch., Onechanbara,
PostPosted: Sat May 06, 2017 5:29 pm 
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ssringo wrote:
Oh, I figured you were still working on that. Drag/dropping the .dlc file crashes the tool and the bms script I posted earlier doesn't extract the dlc.


yeah after decryption these files look like cat of cats, or different type of cat. So I was able to get PHYRE files form there manually, and then convert them. I'm sure someone can figure it out without me.


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 Post subject: Re: Phyre engine (Godzilla, Super Heroine Ch., Onechanbara,
PostPosted: Sat May 06, 2017 6:29 pm 
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I can see that there is Noesis plugin for FFX and also another script also working for the same game. Whats missing from there then? Only bones or what?


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 Post subject: Re: Phyre engine models (Godzilla 2014, Super Heroine Chroni
PostPosted: Sat May 06, 2017 8:19 pm 
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lionheartuk wrote:
Will this also handle the environments from Final Fantasy X?


ok ffx downloaded. It looks like maps are exporting, since they are in the same .PHYRE format

ImageImage


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 Post subject: Re: Phyre engine (Godzilla, Super Heroine Ch., Onechanbara,
PostPosted: Sun May 07, 2017 9:02 am 
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Tool successfully converted all 872 skeletal and 409 level files from FFX remaster. There were about 5 very small files containing only cameras, which i hope is not needed.

Proceeding to FFX2: all 1025 skeletal and 411 level files also success.

Image

Tool published. Some notes: I'm only extracting 1st UV layer. Other layers, if present, ignored. I can also extract bone names, if it will help anyone.


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 Post subject: Re: Phyre engine (Godzilla, Super Heroine Ch., Onechanbara,
PostPosted: Sun May 07, 2017 12:50 pm 
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Thanks so much! This is amazing


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 Post subject: Re: Phyre engine (Godzilla, Super Heroine Ch., Onechanbara,
PostPosted: Mon May 08, 2017 7:30 am 
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Amazing work, seriously. Phyre is the format nobody ever really wants to touch, so I'd completely given up on anyone ever looking at the games that used it.
Wanted to checkout the full FFX environments too, really excited now.

I'd like to suggest another game that uses the same format more or less, but with some tiny edits (still phyre though).

Its Trails of Cold Steel/Sen no Kiseki.

I've uploaded some files from the game (model and texture, this is just environments though, I don't know if the characters use the same version, but I'd imagine so).

Additionally I believe (I need to confirm this within the games files though) that Gust also use Phyre for all of the Atelier series.

Kiseki files attached here: https://drive.google.com/open?id=0B3bDD ... 3JUUzJZcjg

Small question, does each game use a different exe? Is this a lot easier than having a single exe that covers all the games with the phyre format?
Amazing work regardless, just asking out of curiosity.

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 Post subject: Re: Phyre engine (Godzilla, Super Heroine Ch., Onechanbara,
PostPosted: Mon May 08, 2017 8:26 am 
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lionheartuk wrote:
Small question, does each game use a different exe? Is this a lot easier than having a single exe that covers all the games with the phyre format?


yes, its easier for me to maintain the code, and also easier for everyone because with one .exe you'll have to use a switch to indicate game title you are unpacking, otherwise there's no way to detect which game it is just by file contents.

p.s. would be good if you can provide kiseki characters, not only maps.


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 Post subject: Re: Phyre engine (Godzilla, Super Heroine Ch., Onechanbara,
PostPosted: Mon May 08, 2017 10:08 pm 
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Could you also possibly look at Uta Kumi 575? It also uses a Phyre format, but doesn't seem like any of the tools posted here work on this one.

Heres a few samples if you could possibly look at it, thanks!
https://mega.nz/#!LhVCyIwB!VtNfC-fgszVSXjJwJSEceZrFajXasimoF1WWBJSk7Aw


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 Post subject: Re: Phyre engine (Godzilla, Super Heroine Ch., Onechanbara,
PostPosted: Mon May 08, 2017 11:02 pm 
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ok this one has more differences than usual. But again, nothing too hard.

Image


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 Post subject: Re: Phyre engine (Godzilla, Super Heroine Ch., Onechanbara,
PostPosted: Tue May 09, 2017 9:26 am 
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daemon1 wrote:
lionheartuk wrote:
Small question, does each game use a different exe? Is this a lot easier than having a single exe that covers all the games with the phyre format?


yes, its easier for me to maintain the code, and also easier for everyone because with one .exe you'll have to use a switch to indicate game title you are unpacking, otherwise there's no way to detect which game it is just by file contents.


I figured that was the reason actually, you would have to have a switch and a list, in which case it becomes similar to creating a multi-purpose piece of software too.

Quote:
p.s. would be good if you can provide kiseki characters, not only maps.


Provided some models here, also the senpkg.exe to extract them from their initial pkg archives (I have done this but also provided the unpacked incase you're interested)
https://drive.google.com/open?id=0BxzlH ... U1tdnlvWmM

I'll do the same for Kiseki 2 at some point.

edit: Uploaded Kiseki II files, I suspect the pkg format is a little different because regardless of size, the tool ran through these a little too fast, but the contents spat out seem okei I guess.

https://drive.google.com/open?id=0BxzlH ... 2NtYzljTUE

I haven't had a chance to check the other scripts butI wanted to ask if it keeps Material ID's and if, by chance it may create an obj .mtl file connecting it to the correct texture filenames (unless you're using fbx, I haven't had a chance to check anything yet, but I'd guess FBX since you're keeping characters bone structures).

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Last edited by lionheartuk on Wed May 10, 2017 2:56 am, edited 1 time in total.

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 Post subject: Re: Phyre engine (Godzilla, Super Heroine Ch., Onechanbara,
PostPosted: Tue May 09, 2017 9:46 am 
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lionheartuk wrote:
I wanted to ask if it keeps Material ID's and if, by chance it may create an obj .mtl file connecting it to the correct texture filenames (unless you're using fbx, I haven't had a chance to check anything yet, but I'd guess FBX since you're keeping characters bone structures).


No I hate FBX, and I will probably never work with it.

As for materials, it won't assign anything yet, I never bothered actually about it in my tools, because for characters it was all obvious and can be manually. But I understand for maps it will be needed, so I can make it someday.


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 Post subject: Phyre engine Onechanbara *.cat texture data
PostPosted: Wed May 10, 2017 7:13 am 
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ssringo wrote:
I'll go ahead and upload some Onechanbara samples. They're packed up in .cat files but according to RTB here they are in a phyre format. The Tamsoft.bms script extracts the .cat files into .gtx and .dat files but I dunno if that's actually a proper extraction.
https://www.mediafire.com/?47o55qsyf6lk4o7

ssringo wrote:
, I do have an upload of ~150mb of Onechanbara samples ....
https://mega.nz/#F!3wgDiRqC!24_xDTMDxw5gqW3cL2125g

your second link is messing up now but i still got your samples some days before,
so here is a bms script to split the texture data from the cat files with names and headers :D


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