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(Ps3) White Knight Chronicles

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chrrox
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(Ps3) White Knight Chronicles

Post by chrrox » Wed Sep 15, 2010 11:08 am

After you extract the psarc file you can use these scripts to extract the assets.

HPK extractor

Code: Select all


get idstring long
endian big
get files long
get arcsize long
get nameend long
get namestart long
get baseoff long
get version long
get null long
savepos filestart
print %filestart%
for i = 0 < files
goto filestart
getdstring hash 0x10
get offset long
math offset + baseoff
get size long
get null1 long
get null2 long
savepos filestart
goto namestart
get name string
savepos namestart
log name offset size
next i

Image to dds converter

Code: Select all


Open FDDE p3igg 0
Open FDDE p3img 1
endian big
get idstring long 1
get unk long 1
get arcsize long 1
get null1 long 1
get baseoff long 1
getdstring unk01 0x14 1
get files long 1
get null long 1
get skip long 1
math skip + baseoff
goto skip 1
savepos filepos 1
for i = 0 < files
goto filepos 1
get nameoff long 1
get offset long 1
math nameoff + baseoff
get size long 1
get null long 1
get type byte 1
get unk021 byte 1
get unk022 byte 1
get unk023 byte 1
get unk03 long 1

get width1 byte 1
get width2 byte 1
get height1 byte 1
get height2 byte 1
getdstring null03 0x14 1

putVarChr MEMORY_FILE 0x11 width1 byte
putVarChr MEMORY_FILE 0x10 width2 byte
putVarChr MEMORY_FILE 0xD height1 byte
putVarChr MEMORY_FILE 0xC height2 byte
savepos filepos 1
goto nameoff 1 
get name string 1
string name + ".dds"

   callfunction addDDSheader
   math SIZE + 0x80
   log NAME 0 SIZE MEMORY_FILE

next i

startfunction addDDSheader
set MEMORY_FILE binary "\x44\x44\x53\x20\x7C\x00\x00\x00\x07\x10\x0A\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x01\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x20\x00\x00\x00\x05\x00\x00\x00\x44\x58\x54\x31\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x08\x10\x40\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00"
putVarChr MEMORY_FILE 0x11 width1 byte
putVarChr MEMORY_FILE 0x10 width2 byte
putVarChr MEMORY_FILE 0xD height1 byte
putVarChr MEMORY_FILE 0xC height2 byte

if type == 136
putVarChr MEMORY_FILE 0x57 0x35
endif
if type == 135
putVarChr MEMORY_FILE 0x57 0x33
endif
if type == 134
putVarChr MEMORY_FILE 0x57 0x31
endif

   append
   log MEMORY_FILE OFFSET SIZE
   append
endfunction




pixellegolas
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Re: (Ps3) White Knight Chronicles

Post by pixellegolas » Fri Sep 17, 2010 3:06 pm

What is the format of the assets? Unknown 3D or chrrox ready? ;)

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Re: (Ps3) White Knight Chronicles

Post by jcarl904 » Sat Sep 18, 2010 5:27 am

Great work chrrox. The models in this game are awesome, Could you tell us how to extract the psarc file?

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Re: (Ps3) White Knight Chronicles

Post by chrrox » Sun Sep 19, 2010 3:55 pm

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Re: (Ps3) White Knight Chronicles

Post by jcarl904 » Fri Dec 17, 2010 6:37 am

Chrrox, How did you open d00h.psarc.sdat? Do I need to rename it? I manage to extract d03b.psarc and d04b.psarc without a hitch, but they contain mostly sounds.
I'm stuck trying to figure out the other files that end with .sdat.
Any assistance is much appreciated.

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Re: (Ps3) White Knight Chronicles

Post by Rick » Fri Dec 17, 2010 5:29 pm

.sdat at PS3 encrypted files, you'll need to write a tool to run on your PS3 with the appropriate key information to decrypt the file.
http://blog.gib.me/

Don't ask me about localization tools; if you don't have the resources to develop them yourself you don't need them.

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Re: (Ps3) White Knight Chronicles

Post by jcarl904 » Fri Dec 17, 2010 8:30 pm

I see, thank you Rick for pointing that out.
I read about decrsdat.cpp, v1 over at asmodean's.
Bummer! I really wanted to access and hopefully convert actual model and texture data with the scripts provided.

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chrrox
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Re: (Ps3) White Knight Chronicles

Post by chrrox » Fri Dec 17, 2010 9:28 pm

I am not sure what you are talking about there are plenty of model files.
extract d04h.psarc there is an event folder filled with models.

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Re: (Ps3) White Knight Chronicles

Post by jcarl904 » Fri Dec 17, 2010 10:06 pm

You're absolutely right chrrox, my search was not thorough. Thank you!

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Re: (Ps3) White Knight Chronicles

Post by 652845095 » Wed Jun 01, 2011 6:12 am

pls help!the HPK extracted P3mmg,P3mms and P3msh.no max script? how could i import the model into max?

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Re: (Ps3) White Knight Chronicles

Post by dodther » Tue Jan 15, 2013 5:24 am

i use "Image to dds converter" for game "ni no kuni".
ni no kuni and White Knight Chronicles use the same format.
but converted image a strange
Image

bad script? or used compression? how to make a normal picture?

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Re: (Ps3) White Knight Chronicles

Post by dodther » Fri Jan 18, 2013 3:39 am

no use DXT1
need use 8 L 8 bpp | luminance

Image

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Re: (Ps3) White Knight Chronicles

Post by ureshiiiiii » Thu Feb 22, 2018 10:08 am

Sorry to revive such an old thread, but I kinda wish there were more guidelines on this process.

I've extracted the psarc file and have all the .hpk archives, but I'm at a loss how to use HPK Extractor
I've read Crypton's posts about the tool, but I still don't know how to use it to extract the assets

Sorry, I'm very noobish at this. (obviously)
I'm mainly focused on extracting the model files from the game...

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Re: (Ps3) White Knight Chronicles

Post by Acewell » Thu Feb 22, 2018 3:59 pm

ureshiiiiii wrote:I've extracted the psarc file and have all the .hpk archives, but I'm at a loss how to use HPK Extractor
the 2 scripts in the first post are for QuickBMS, copy the first one to a text file and run it with the program.
http://aluigi.altervista.org/quickbms.htm

quick instruction
1. launch QuickBMS.exe
2. select the script you want to run
3. select the file you want to process with the script
4. select the destination for processed files and done! :D

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Re: (Ps3) White Knight Chronicles

Post by ureshiiiiii » Fri Feb 23, 2018 1:50 am

Thank you, AceWell! (And chrrox for the scripts) That worked like a charm.

I'm assuming model data is stored in .p3mmg or .p3mms files? Are there any scripts available to convert this file type?

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