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(PC) Dead Spece 2 (.dat)

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renato
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Re: (PC) Dead Spece 2 (.dat)

Post by renato » Sun Feb 13, 2011 12:55 am

Any clue how can open the .geo files?

by google translate

Aliensoldier
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Re: (PC) Dead Spece 2 (.dat)

Post by Aliensoldier » Sun Feb 13, 2011 9:45 pm

renato wrote:Any clue how can open the .geo files?
nightFlarer wrote:Phew, ok, I am done. So it's the same deal guys with maxscripts.
Copy the code below, open up 3DS Max, Maxscript Menu>New Script, then paste, save, Maxscript Menu>Run Script, select the script you saved.

Now it's going to ask for the mesh file, so open up a .geo in the "Mesh" folder eg. 0144_torsoupper.geo
Then it's going to ask for the UV file which is also a .geo file, but should be in the "MeshVolatile" folder eg. 0145_torsoupper.geo
Notice that the number is different, lower is the mesh and greater is the UV.

Code: Select all

fname = getOpenFileName \ 
caption:"Open .geo from Mesh folder" \
types:"Dead Space 2 Mesh(*.geo)|*.geo" \
historyCategory:"DeadSpace2ObjectPresets"
f = fopen fname "rb"
gname = getOpenFileName \ 
caption:"Open .geo from MeshVolatile folder" \
types:"Dead Space 2 UV(*.geo)|*.geo" \
historyCategory:"DeadSpace2ObjectPresets"
g = fopen gname "rb"
clearlistener()
fscale=100

Face_array=#()
Vert_array=#()
UV_array=#()

fseek f 0x0380 #seek_set
Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string))
unk1=readlong f
vertcount=readlong f
unk2=readlong f
null1=readlong f
unk3=readlong f
vertcount=readlong f
unk4=readlong f
unk5=readlong f
unk6=readlong f
face=readlong f
unk7=readlong f
faceoff=readlong f

fseek f 0x400 #seek_set
Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string))

	
for x = 1 to vertcount do(

vx=readfloat f
vy=readfloat f
vz=readfloat f
p=readfloat f
p=readfloat f
p=readfloat f
p=readfloat f
p=readfloat f
append Vert_array([vx,vy,vz] * fscale)
)

for u = 1 to vertcount do(
tu=readfloat g
tv=readfloat g
append UV_array[tu,tv,0]
)

Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string))
fseek f faceoff #seek_set

for x = 1 to face/3 do(
fa=readshort f #unsigned+1
fb=readshort f #unsigned+1
fc=readshort f #unsigned+1
append Face_array[fa,fb,fc]
)
Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string))

msh = mesh vertices:Vert_array faces:Face_array
msh.numTVerts = UV_array.count
buildTVFaces msh
for j = 1 to UV_array.count do setTVert msh j UV_array[j]
for j = 1 to Face_array.count do setTVFace msh j Face_array[j]

Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string))
gc()
fclose f
fclose g

Well, I was using ConvertTG4 with Debug and it worked, or something like that...
http://img502.imageshack.us/i/eurostileltstdbold32.png
It's not the best result, but I think every can see the texture of the Slasher in there.
Last edited by Aliensoldier on Mon Feb 14, 2011 4:15 pm, edited 1 time in total.

StaticTheFox
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Re: (PC) Dead Spece 2 (.dat)

Post by StaticTheFox » Mon Feb 14, 2011 12:12 am

Aliensoldier wrote: Well, I was using ConvertTG4 with Debug and it worked, or something like that...
Image
It's not the best result, but I think every can see the texture of the Slasher in there.
How'd you do that? for me it just outright crashes.

Edit: nevermind, but the results are really... pixelated.

nightFlarer
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Re: (PC) Dead Spece 2 (.dat)

Post by nightFlarer » Mon Feb 14, 2011 3:16 am

The maxscript is updated in the other thread.

Nexus Elite ns
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Re: (PC) Dead Spece 2 (.dat)

Post by Nexus Elite ns » Mon Feb 14, 2011 5:06 am

I've notice there's some missing GEO files when you extract the STR, perhaps the unpacker need some fix, because there's only certain files for the GEO, while missing other stuff from it.

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leonkennedy4011
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Re: (PC) Dead Spece 2 (.dat)

Post by leonkennedy4011 » Mon Feb 14, 2011 7:12 am

having the same problem, a lot of mesh files are missing, arms, visor ext and some validate meshes for the UV as well

Aliensoldier
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Re: (PC) Dead Spece 2 (.dat)

Post by Aliensoldier » Mon Feb 14, 2011 4:17 pm

nightFlarer wrote:The maxscript is updated in the other thread.
Can you post it, pls?

EDIT: Oh you ment that script. So then, don't mind about my question...

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RedDeadRedemption
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Re: (PC) Dead Spece 2 (.dat)

Post by RedDeadRedemption » Tue Feb 15, 2011 6:12 pm

Any progress to decode snu files from PC version?

AceAngel
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Re: (PC) Dead Spece 2 (.dat)

Post by AceAngel » Tue Feb 15, 2011 9:36 pm

Stupid question, I know, but does the Tool work for DS1? I tried extracting the .str packages, and while it does work, I think they're either files missing or not DS1 compatible. Once again, sorry for the stupid question, I just want to make sure.

sirew
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Re: (PC) Dead Spece 2 (.dat)

Post by sirew » Wed Feb 16, 2011 10:36 am

Hey guys, I 've done it using 3D Ripper, but I dislike it because of its hard to find the right texture and the mesh is not clean

ghf50
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Re: (PC) Dead Spece 2 (.dat)

Post by ghf50 » Thu Feb 17, 2011 4:04 pm

RedDeadRedemption wrote:Any progress to decode snu files from PC version?
I have the same question.hope someone can write a new decode program for PC version

Schemer
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Re: (PC) Dead Spece 2 (.dat)

Post by Schemer » Fri Feb 18, 2011 6:59 am

ghf50 +1
May someon make coder\decoder ds2 snu files?

rengareng
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Re: (PC) Dead Spece 2 (.dat)

Post by rengareng » Fri Feb 18, 2011 10:37 am

need tool for dead space 2 language file.
Last edited by rengareng on Tue Feb 22, 2011 12:34 am, edited 1 time in total.

Gamma256
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Re: (PC) Dead Spece 2 (.dat)

Post by Gamma256 » Sun Feb 20, 2011 3:30 am

Does anybody know where the animation files are? I am trying to experiment around but can't seem to find those files and its confusing. Thanks in advanced.

Rick
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Re: (PC) Dead Spece 2 (.dat)

Post by Rick » Sun Feb 20, 2011 8:00 am

Gamma256 wrote:Does anybody know where the animation files are? I am trying to experiment around but can't seem to find those files and its confusing. Thanks in advanced.
The animation files are the *.win files inside stream sets.
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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