Join also our Discord channel! Click here.

Search found 28 matches

by Simguy
Fri Mar 13, 2020 10:13 pm
Forum: Game Archive
Topic: Cethleann - The Koei Swiss Army Knife
Replies: 202
Views: 20880

Re: Cethleann - The Koei Swiss Army Knife

Yup, thats what I was doing. I'm sure you already know, but just in case: some references in "CharacterActionObjectNameHashArray" refer to an unknown property type ("7bdd07f3") which still contains a reference to a G1A property.
by Simguy
Fri Mar 13, 2020 3:23 am
Forum: Game Archive
Topic: Cethleann - The Koei Swiss Army Knife
Replies: 202
Views: 20880

Re: Cethleann - The Koei Swiss Army Knife

This is super helpful! I was cross-referencing those database files manually to dig Persona animations out. Now I don't have too.
by Simguy
Sat Sep 07, 2019 3:53 am
Forum: 3D/2D models
Topic: Kingdom Hearts 3 (PS4)
Replies: 254
Views: 38665

Re: Kingdom Hearts 3 (PS4)

Oh man I've been waiting to rip Toy Story stuff from this game.
by Simguy
Fri Jul 26, 2019 10:30 pm
Forum: 3D/2D models
Topic: Kill la Kill IF (Switch Demo)
Replies: 46
Views: 5989

Re: Kill la Kill IF (Switch Demo)

hmm your script seams kinda to work on the steam version also. I could decompress a .pac file into more files and loaded with noesis42 the .mdl file. But don't know about the textures and then i try to export it, to fbx, dae ,smd, etc., and importing it into Blender, it always seem to have no weigh...
by Simguy
Fri Jul 26, 2019 9:09 pm
Forum: 3D/2D models
Topic: Kill la Kill IF (Switch Demo)
Replies: 46
Views: 5989

Re: Kill la Kill IF (Switch Demo)

hmm your script seams kinda to work on the steam version also. I could decompress a .pac file into more files and loaded with noesis42 the .mdl file. But don't know about the textures and then i try to export it, to fbx, dae ,smd, etc., and importing it into Blender, it always seem to have no weigh...
by Simguy
Thu Jul 25, 2019 9:46 pm
Forum: 3D/2D models
Topic: Kill la Kill IF (Switch Demo)
Replies: 46
Views: 5989

Kill la Kill IF (Switch Demo)

I wrote some python scripts for the Kill la Kill IF Switch Demo. These might not work on the final versions. KLK_Switch decompresses and/or extracts PAC, LEV and TXB files (They are all the same type). Plus 2 Noesis scripts for models and animations (could probably make this one script but I don't k...
by Simguy
Mon Aug 13, 2018 12:42 am
Forum: 3D/2D models
Topic: [PC] Tales of Beseria - .dps, .dc5, and .dat files
Replies: 8
Views: 1900

Re: [PC] Tales of Beseria - .dps, .dc5, and .dat files

I think I figured it out. I wrote a noesis script seems to work for the most part (Except everything is mirrored and face morphs don't work). Tales of Berseria Tools ( http://forum.xentax.com/viewtopic.php?f=33&t=17346 ) can extract Textures with names so that helps a little. Everything else is a me...
by Simguy
Thu Mar 15, 2018 11:13 pm
Forum: Graphic file formats
Topic: BTEX in FF15 PC
Replies: 24
Views: 8778

Re: BTEX in FF15 PC

Shiva = sm03 ( ͡° ͜ʖ ͡°)
by Simguy
Thu Jun 29, 2017 2:44 am
Forum: 3D/2D models
Topic: PC Danganronpa Despair Girls .BNC, .BTX Help
Replies: 25
Views: 5204

Re: PC Danganronpa Despair Girls .BNC, .BTX Help

Luckily I was able to rip some textures with a profiler, because BTX files are DDS with repeating bytes trimmed. https://mega.nz/#!7MtjFIiD!DtLV0KJQaSy_R_smzP8ClD3N8jgDmGeGbyVsQIDyppc This has a btx and a complete DDS that I ripped. There is something going on with these that I don't fully understan...
by Simguy
Tue Mar 28, 2017 8:37 am
Forum: Game Archive
Topic: Nier Automata
Replies: 135
Views: 66210

Re: Nier Automata

I was digging into the animation files and managed to extract 1 frame animations. I mapped out MOT files to the best of my limited ability: typedef struct BoneArray { SHORT BoneID; UBYTE Channel; // "0-POSX 1-POSY 2-POSZ 3-ROTX 4-ROTY 5-ROTZ ULONG FrameThing; // "When this is filled Float changes an...
by Simguy
Mon May 09, 2016 2:34 am
Forum: 3D/2D models
Topic: Persona 4: Dancing All Night
Replies: 9
Views: 7297

Re: Persona 4: Dancing All Night

Oh I was reading the rotations wrong for those bones. Unfortunately those bones aren't the ones the meshes are skinned to, the bones at the top of the model are (In pc001_01 starting at 350809, 69 bones. 4x4 matrices). Also in pc001_01 at 355229 there are 69 shorts (the same number of bones) that se...
by Simguy
Sun May 08, 2016 8:50 am
Forum: 3D/2D models
Topic: Persona 4: Dancing All Night
Replies: 9
Views: 7297

Re: Persona 4: Dancing All Night

I've been looking at this for a while. I'm going to ramble because I didn't really write any of my findings down. I've been working on this (horrible looking) Noesis Script. GAP's are animations, GMD's and GFS's are models. This script can load every model except pc008_f1 and pc008_f2 (Those are wei...
by Simguy
Sun Jan 17, 2016 10:42 pm
Forum: Game Archive
Topic: ARchive_neXt
Replies: 872
Views: 209112

Re: ARchive_neXt

Noesis seems to be the best exporter, especially when you would export it in Noesis self and open it up in Photoshop. Weird thing is, is that when I open it up in Noesis, the background is all greyish and when I export it and import it into Photoshop it shows up like it should be. Maybe the reason ...
by Simguy
Fri Jan 08, 2016 8:07 am
Forum: Game Archive
Topic: ARchive_neXt
Replies: 872
Views: 209112

Re: ARchive_neXt

This might just be redundant info (Since its a little hard to keep up with everything in here) but, we know the ACS's normal maps are "BC7_TYPELESS" and not "DXT5" right? Exporting the Normal texture as raw data and replacing the first 126 bytes with those bytes will make it work in programs that s...
by Simguy
Fri Jan 08, 2016 2:55 am
Forum: Game Archive
Topic: ARchive_neXt
Replies: 872
Views: 209112

Re: ARchive_neXt

This might just be redundant info (Since its a little hard to keep up with everything in here) but, we know the ACS's normal maps are "BC7_TYPELESS" and not "DXT5" right? 444453207C00000006000000000800000008000000200000000000000100000000000000000000000000000000000000000000000000000000000000000000000...