Family Guy: Back to the Multiverse

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EcheloCross
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Re: Family Guy: Back to the Multiverse

Post by EcheloCross » Fri Dec 21, 2012 5:34 pm

ikskoks wrote:Is it possible to make extraction process more automatically? :)
I've been skimming through the .ho files for pointers. So far I don't see they way the pointers are used. Its probably something simple. Has anyone looked for the data pointers in the .ho files?

Once these are found, I can make the process more automatic.

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Re: Family Guy: Back to the Multiverse

Post by EcheloCross » Sat Dec 22, 2012 2:47 am

This is a good look at the way the HAVK blocks work. Some of them contain mesh data for weapons.
I'm not sure what the pointers at the beginning of the block mean, it could be a reference from another base offset.

Image

The MAST and SECT blocks come first, so I was hoping to parse the sub-blocks using them.

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ikskoks
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Re: Family Guy: Back to the Multiverse

Post by ikskoks » Sun Mar 03, 2013 12:48 am

Hey. Did the situation regarding the game changed? I really want to translate it.
EcheloCross, you do great job in analyzing files. I support you. :)

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Re: Family Guy: Back to the Multiverse

Post by Rjack » Sun Mar 03, 2013 6:12 am

I think the text is also in font.ho

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Re: Family Guy: Back to the Multiverse

Post by Doctor Loboto » Fri Jun 28, 2013 7:44 pm

I finally came across this and was amazed someone else actually had a similar interest in this game. I was hoping to extract the models properly from this game. Has there been any progress?

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Re: Family Guy: Back to the Multiverse

Post by ikskoks » Fri Jun 28, 2013 8:13 pm

Yeah, I'm still counting on textures and fonts extractor/importer ;D

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Re: Family Guy: Back to the Multiverse

Post by Doctor Loboto » Sat Nov 02, 2013 12:46 am

I was wondering if anyone else had picked up on this yet? It seems the project has died and I'm a little worried we may not progress any further. I'd really like to get the models and textures for the characters from this. (Specifically Bertram himself.) I was hoping someone could educate me on how to do so properly?

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Re: Family Guy: Back to the Multiverse

Post by EcheloCross » Tue Nov 05, 2013 5:57 pm

I never did much more research on this format. Last I remember, I didn't see the character models anywhere obvious. Would be a fun game to mod graphics on.

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Re: Family Guy: Back to the Multiverse

Post by DecaTilde » Tue Apr 03, 2018 7:12 am

Sorry for necroposting.

I hope EcheloCross uploads the .HO extraction tool soon.

I tried ripping using NinjaRipper, but the models weren't captured in the T-Pose. And I need ripped models in T-Pose, including the ones for Brian and Stewie, so I can submit them into the Models Resource, and I'm pretty desperate.

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Re: Family Guy: Back to the Multiverse

Post by Vpinee » Thu Jan 03, 2019 1:34 pm

Please don't tell me all hope is lost modding this game... if anyone is reading this take your time to reply and keep this topic active. I really don't want this to die, think of all the stuff you can do.

You can use cheat engine to mod your money to 999999 ( that's all I know how to do because i'm not pro )

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Re: Family Guy: Back to the Multiverse

Post by Vpinee » Mon Jan 07, 2019 2:11 am

https://p3dm.ru/xfsearch/Family+Guy%3A+ ... ultiverse/ ( It's a 3D model pack for family guy back to the multiverse I found. )

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Re: Family Guy: Back to the Multiverse

Post by Rgnbgnfant » Mon Feb 11, 2019 6:45 am

Image

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Re: Family Guy: Back to the Multiverse

Post by Vpinee » Fri Feb 15, 2019 11:03 am

PLEASE tell us how you did that, we can make awesome stuff. Finally I was waiting for this, all i'm asking for is how to modify the files and in detail please. :)

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Re: Family Guy: Back to the Multiverse

Post by Rgnbgnfant » Sat Feb 16, 2019 8:06 am

With Hex-editing is actually quite simple

1.)
First download Dragon UnPACKer
Use Dragon UnPACKer to open the .ho file (BPXX.ho in my example) you want to edit.
Then let Dragon UnPACKer search for the textures, choose the texture you want to edit.

2.)
Then drag and drop the texture onto your desktop and edit it as you like. (The Dino Texture in my example)
When you're done save it then, don't overwrite the original file!

3.)
Now open with a hex editor of your choice the two textures and your chosen .ho file which you want to edit.
Then copy the header of your original texture and search for this hex value in the .ho file (Note the Hex Offset| In my example 2EC8D40)
Image

Once you have found the correct value, search for the lower half of the hex code.
When you have found this one too, write down the offset again. (In my example 2EF3877)
Image

4.)
Next, right click on the hex code and select "Select Block" and add your offsets to it.
Image
Press ok and the matching hex value should now be selected.

5.)
Now return to your edited texture, mark and copy the entire hex code.
When you've done that go back to the .ho file and paste the hex value into it.
If a message appears that contains so much that the hex value is extended, then it is the wrong texture you are currently editing.

6.)
Now everything should be ready! So save the .ho file and see if it works.
Image


If there are any problems or questions, just contact me!

Since you like the game just take a look at the prototype of it
https://www.youtube.com/watch?v=Ubm0RVlOfZI
https://www.youtube.com/watch?v=ThcyZ6VEHgw

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