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 Post subject: Spider-Man: Web of Shadows PC
PostPosted: Sun May 14, 2017 12:52 pm 
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Greetings everyone,I need help with extracting models from SM:WoS
Everything what we have currently for this game is QuickBms decompressor script
http://aluigi.altervista.org/bms/spider ... ck_nch.bms
If anyone wanna help here are samples :
https://mega.nz/#!bgQHXAoR!nDHkeK3of8Eb ... n4cm7jKA84

Thanks in advance!

P.S
Texture finder can see some textures inside decompressed pcpack
http://i.imgur.com/SX9CkN9.png
so i hope mesh extraction is possible too,i would like to try but i'm total n00b in Hex2obj.
Decompressed pcpack sample - https://mega.nz/#!K5ABSYRC!r_FPEOTKZ08T ... tVV5ytzXRo


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 Post subject: Re: Spider-Man: Web of Shadows PC
PostPosted: Thu May 18, 2017 6:37 pm 
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Rutabaga wrote:
so i hope mesh extraction is possible too,i would like to try but i'm total n00b in Hex2obj.
I know :eek:


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extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip

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 Post subject: Re: Spider-Man: Web of Shadows PC
PostPosted: Fri May 19, 2017 7:44 pm 
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the bms script here can extract the textures from the decompressed pcpack samples :D
viewtopic.php?p=129363#p129363

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Hex2obj
QuickBMS
TextureFinder
Unity Assets Bundle Extractor


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 Post subject: Re: Spider-Man: Web of Shadows PC
PostPosted: Sat May 20, 2017 10:09 am 
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shakotay2 wrote:
Rutabaga wrote:
so i hope mesh extraction is possible too,i would like to try but i'm total n00b in Hex2obj.
I know :eek:

Ok,glad this is possible :)
AceWell wrote:
the bms script here can extract the textures from the decompressed pcpack samples :D
viewtopic.php?p=129363#p129363

I have problems with the your script..
http://i.imgur.com/AN2AaY9.png
Sample :
https://www.sendspace.com/file/k9pcap

Thanks in advance,i hope you can fix this problem.


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 Post subject: Re: Spider-Man: Web of Shadows PC
PostPosted: Sat May 20, 2017 11:13 am 
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Rutabaga wrote:
I have problems with the your script..
http://i.imgur.com/AN2AaY9.png
Sample :
https://www.sendspace.com/file/k9pcap
Thanks in advance,i hope you can fix this problem.

that sample has 61 APKF blocks and only 1 has a TEX section. :eek:
use this bms script to split the decompressed pcpack into separate APKF blocks
Code:
findloc OFFSET binary "\x41\x50\x4B\x46"
math i = 1
do
    goto OFFSET
    get SKIP long
    findloc NEXT_OFFSET binary "\x41\x50\x4B\x46" 0 ""
    if NEXT_OFFSET == ""
        get SIZE asize
    else
        math SIZE = NEXT_OFFSET
    endif
    math SIZE - OFFSET
    get NAME basename
    string NAME + "_"
    string NAME + i
    string NAME + ".36"
    log NAME OFFSET SIZE
    math i + 1
    math OFFSET = NEXT_OFFSET
while NEXT_OFFSET != ""

then use the previous texture extraction script on the resulting *.36 files. :D

you might even be able to use daemon1's tool on them too :)
viewtopic.php?p=130172#p130172

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QuickBMS
TextureFinder
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 Post subject: Re: Spider-Man: Web of Shadows PC
PostPosted: Sat May 20, 2017 3:04 pm 
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AceWell wrote:
that sample has 61 APKF blocks and only 1 has a TEX section. :eek:
use this bms script to split the decompressed pcpack into separate APKF blocks
Code:
findloc OFFSET binary "\x41\x50\x4B\x46"
math i = 1
do
    goto OFFSET
    get SKIP long
    findloc NEXT_OFFSET binary "\x41\x50\x4B\x46" 0 ""
    if NEXT_OFFSET == ""
        get SIZE asize
    else
        math SIZE = NEXT_OFFSET
    endif
    math SIZE - OFFSET
    get NAME basename
    string NAME + "_"
    string NAME + i
    string NAME + ".36"
    log NAME OFFSET SIZE
    math i + 1
    math OFFSET = NEXT_OFFSET
while NEXT_OFFSET != ""

then use the previous texture extraction script on the resulting *.36 files. :D

you might even be able to use daemon1's tool on them too :)
viewtopic.php?p=130172#p130172

Thanks a lot!
Now everything works nice,only proper mesh extraction is left.
I tried deamon1 tool,it works,but requires a optimization for Sm Wos meshes
http://i.imgur.com/PSFa12v.png


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 Post subject: Re: Spider-Man: Web of Shadows PC
PostPosted: Sat Aug 26, 2017 3:00 am 
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daemon's Spider-Man 3 APKF script works on the .36 files partially. It extracts all the textures as .dds and converts the meshes to .smd's with skeletons, but the issue is that the meshes are converted in UV format (meaning they're flattened and all distorted).


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