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360 Bayonetta

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chrrox
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360 Bayonetta

Post by chrrox » Fri Oct 09, 2009 6:09 pm

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Re: 360 Bayonetta

Post by aluigi » Sun Oct 18, 2009 5:34 pm

*script removed because doesn't support the compressed files*
Last edited by aluigi on Sun Oct 18, 2009 10:14 pm, edited 1 time in total.

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Re: 360 Bayonetta

Post by hcs » Sun Oct 18, 2009 9:55 pm

cpk_unpack in my utf_tab suite (http://hcs64.com/vgm_ripping.html) handles the .cpk files in the Bayonetta demo, including the compressed ones (though as of utf_tab 0.3 the decompression is ridiculously slow).

I just found my way over here finally, awesome to see aluigi's scripty thing, that'll come in handy in the future!

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Re: 360 Bayonetta

Post by chrrox » Sun Oct 18, 2009 11:35 pm

is there any way to optimize the extraction of these files it tales about 1 hour per 100mb to extract currently on a 3.2 core 2 duo.
Thanks for the extraction of the files tough :)

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Re: 360 Bayonetta

Post by hcs » Mon Oct 19, 2009 12:14 am

utf_tab 0.4 (which has cpk_unpack 0.3) now decompresses into memory, lots faster. Tested on Mario & Sonic Winter Games Wii, I don't have the Bayonetta stuff around anymore.

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Re: 360 Bayonetta

Post by chrrox » Mon Oct 19, 2009 12:29 am

Thank you so much it is about 1,000 x faster :)

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Re: 360 Bayonetta

Post by chrrox » Mon Oct 19, 2009 2:38 am

Sorry to double post I will work on a 3d model converter for this game I already see the format clearly.
The only problem I have is how to I do endian swaps with floats in max script can someone help me with this please.

Here is a crude .dat extractor
it will extract the individual parts of the dat files without names.

Code: Select all

get IDSTRING long
endian big
get FILES long
goto 0x20
math j == FILES
math j -= 1
for i = 0 < FILES
MAth NAME1 += 1
get OFFSET LONG

SAVEPOS OFF
get OFFSET2 long

goto OFF
MATH SIZE == OFFSET2
print "%SIZE%"
MATH SIZE -= OFFSET
print "%SIZE%"

if i = j
goto -1
savepos SIZE
print "%SIZE%"
MATH SIZE += 1
MATH SIZE -= OFFSET
log NAME OFFSET SIZE
else
LOG NAME1 OFFSET SIZE
endif
next i
the BMW files appear to be the meshes

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Re: 360 Bayonetta

Post by aluigi » Mon Oct 19, 2009 10:56 am

why not you change the following:

Code: Select all

goto -1
savepos SIZE
print "%SIZE%"
MATH SIZE += 1
with the most simple:

Code: Select all

get SIZE asize

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chrrox
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Re: 360 Bayonetta

Post by chrrox » Sun Oct 25, 2009 4:12 pm

Yes those commands would be better it was late at night I was not thinking very well :)
I will update the extractor script to support names when I get a chance.
Some progress :)
Image

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Re: 360 Bayonetta

Post by pixellegolas » Mon Oct 26, 2009 12:56 am

http://platinumgames.com/2009/04/24/modeling-bayonetta/

a small article from the character designer behind bayonetta

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Re: 360 Bayonetta

Post by fatduck » Thu Oct 29, 2009 12:44 pm

This one extract all resource in dat file beautifually!

Code: Select all

# Game: Bayonetta First Climax (X360)
# by Fatduck    Oct 2009
# script for QuickBMS http://aluigi.org/papers.htm#quickbms

endian big

idstring "DAT\0"
get NUMRES long
get OFSRESLIST long
get OFSRESTYPELIST long		#no needed
get OFSRESNAMELIST long
get OFSSIZERESLIST long

goto OFSRESNAMELIST
get STGLEN long
savepos OFSRESNAMELIST

for i = 0 < NUMRES
  goto OFSRESLIST
  get OFSRES long
  savepos OFSRESLIST
  
  goto OFSRESNAMELIST
  getdstring RESNAME STGLEN
  savepos OFSRESNAMELIST
  
  goto OFSSIZERESLIST
  get SIZERES long
  savepos OFSSIZERESLIST
  
  log RESNAME OFSRES SIZERES
next i
PS: the textures are in xpr which use common swizzling method across Xbox
No more Fatduck, no more FatImporter, Byebye everyone!

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Re: 360 Bayonetta

Post by fireninja » Tue Dec 08, 2009 9:51 am

there are progress on model converter :?:

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Re: 360 Bayonetta

Post by chrrox » Fri Jan 01, 2010 4:03 am

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Re: 360 Bayonetta

Post by chrrox » Sat Jan 02, 2010 1:58 am

aluigi has implemented cpk compression in bms and along with it has sped up extraction by 10,000,000% and it now supports folders.
his bms script is here
http://aluigi.org/papers/bms/cpk.bms
and the newest version of quickbms is needed also which can be found here
http://aluigi.org/papers.htm#quickbms

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Re: 360 Bayonetta

Post by fireninja » Sat Jan 02, 2010 5:11 pm

if .wmb files is the meshe,and .wtb the textures,how i can import them in 3dsmax ?

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