VBFTool, a command line tool I created for FFX/FFX-2 VBF files, seems to work just fine with FFXII TZA.
https://github.com/topher-au/VBFTool
You might need to compile from source, I'll get a newer release pushed out sometime in the near future.
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Search found 12 matches
- Sat Feb 03, 2018 1:52 pm
- Forum: Game Archive
- Topic: Final Fantasy XII TZA (PC)
- Replies: 3
- Views: 3409
- Sun May 15, 2016 11:33 am
- Forum: Game Archive
- Topic: [Help] Final Fantasy X X-2 HD (steam) (*.vbf)
- Replies: 36
- Views: 25179
Re: [Help] Final Fantasy X X-2 HD (steam) (*.vbf)
If that's really true, you should upload that txt list somewhere. Even if it's that long, since it's just text, it must be less than a GB, so you could still upload the file for people to download. If you insist... https://mega.nz/#!JAlilBiK!I1q-CbtRzWPASOy67v-3lZ4Rfk1_PZ8IAeqaMRLpX3E Take good car...
- Sun May 15, 2016 5:12 am
- Forum: Game Archive
- Topic: [Help] Final Fantasy X X-2 HD (steam) (*.vbf)
- Replies: 36
- Views: 25179
Re: [Help] Final Fantasy X X-2 HD (steam) (*.vbf)
a working binary would be awesome. What issue are you having with the app? You need to run it from the command line. If that's really true, you should upload that txt list somewhere. Even if it's that long, since it's just text, it must be less than a GB, so you could still upload the file for peop...
- Sat May 14, 2016 5:24 pm
- Forum: Game Archive
- Topic: [Help] Final Fantasy X X-2 HD (steam) (*.vbf)
- Replies: 36
- Views: 25179
Re: [Help] Final Fantasy X X-2 HD (steam) (*.vbf)
Check this out:
https://github.com/topher-au/VBFExtract
Due to the way the files are stored, we need to know the filename before we can figure out which file is which, and the file list is woefully incomplete at this stage but it will grow with time.
https://github.com/topher-au/VBFExtract
Due to the way the files are stored, we need to know the filename before we can figure out which file is which, and the file list is woefully incomplete at this stage but it will grow with time.
- Wed Nov 04, 2015 4:58 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 580044
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Hey guys, I'm working on a mod manager for MGSV (https://github.com/topher-au/SnakeBite) and an idea was put to me to add the option for users to choose which model will be replaced when installing a model swap mod. Great idea, but I need a little help. Some model swaps work alright, but others seem...
- Sat Oct 10, 2015 9:30 am
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 580044
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Hey guys, I'm putting out a test release of my mod manager.
If anyone would be willing to help me test it that would be fantastic.
Download Here
You can use the included "makebite" to make mod files and SnakeBite to install them.
If anyone would be willing to help me test it that would be fantastic.
Download Here
You can use the included "makebite" to make mod files and SnakeBite to install them.
- Thu Oct 08, 2015 2:49 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 580044
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
GzsTool v0.5 will support adding files to dat, fpk, fpkd and pftxs archives and fix some issues with hashes getting calculated incorrectly. This should fix the problems people have been reporting with repacked dat files. There were also some incorrectly named file names in the dictionary I'm distri...
- Wed Oct 07, 2015 7:42 am
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 580044
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
MGSV QAR Dictionary Project just got a big update, now naming 98.35% of files :D (excluding textures) Thanks to everyone who's helped out so far :) Great work! Almost there! On a side note: I'm trying to rebuild FPK files by generating XML data for GzsTool to use but the game doesn't accept them so...
- Mon Oct 05, 2015 6:09 am
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 580044
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
I'm totally new to the modding community and I'd say you've done a great job, Topher. I've made a primitive batch script (before I knew someone would actually create a proper mod loader) to do automated unpacking, moving the .lua and repacking dat1 for my first published mod to ease the pain of con...
- Sat Oct 03, 2015 6:01 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 580044
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
I've personally been hoping someone could make a "mod loader" by creating a front end to QAR and/or GzsTool that would simplify combining various mods without the end user having to fiddle with .ini and .inf files. The process of unpacking, combing lines from.inf/ini and repacking seems t...
- Thu Oct 01, 2015 11:58 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 580044
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Could be the files located in chunk2\Assets\tpp\pack\location\afgh\pack_large\afgh_fort.fpkd?Higus wrote:... Now we just need to find out where the damn Camera lua files are located... Anybody found anything? ...
- Thu Oct 01, 2015 1:11 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 580044
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Alright, figured out how those LUAs are crypted, ... You are a genius. Atvaark and yourself are the kind of people that inspire me to continue learning to code. You've both done a great service to the community, and we thank you. Edit: Might I suggest we get a wiki going with all of the inner worki...
