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Capcom's MT Framework (DR, RE5, DMC4, LP, MvC, DD, etc)

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Rick
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Re: Capcom's MT Framework (DR, RE5, DMC4, LP, MvC, DD, etc)

Post by Rick » Thu Jul 26, 2012 10:24 pm

Sectus wrote:I'm trying to determine how the value array works. There's one value in the header which is probably related which I can't figure out how it works. There's num values and num lines (which corresponds with the amount of text and variable names), but there's "unknown4" which I don't know. Once I figure this out, I'll add support for converting the txt files back to gmd.
Ah, I haven't commit a bunch of stuff. Here's my GuiMessageFile code:

https://gist.github.com/f9f41fbc91ab7942cfc8

This is specifically for Dragon's Dogma GMD files, I don't know if it differs for other games.
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.

Sectus
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Re: Capcom's MT Framework (DR, RE5, DMC4, LP, MvC, DD, etc)

Post by Sectus » Thu Jul 26, 2012 11:03 pm

Rick wrote:
Sectus wrote:I'm trying to determine how the value array works. There's one value in the header which is probably related which I can't figure out how it works. There's num values and num lines (which corresponds with the amount of text and variable names), but there's "unknown4" which I don't know. Once I figure this out, I'll add support for converting the txt files back to gmd.
Ah, I haven't commit a bunch of stuff. Here's my GuiMessageFile code:

https://gist.github.com/f9f41fbc91ab7942cfc8

This is specifically for Dragon's Dogma GMD files, I don't know if it differs for other games.
Thanks for the link. I did figure out how it works, but another example how it's written is always useful.

I've looked into the files for RE6 GMD files and they are different. They also look a bit weird with gigantic chunks of FF data, I guess that's data blanked out just for the demo.

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Re: Capcom's MT Framework (DR, RE5, DMC4, LP, MvC, DD, etc)

Post by carnage » Fri Jul 27, 2012 3:00 pm

Sectus wrote: You can feel free to send it, although I'm not sure if I'll add support for it.
The following code was released by the Game Vicio group (GV).
Is in C# and works only for the PC version.
The following information on how to use the program.
Resident Evil 5 MSG2 Editor 1.02

This is a brazilian tool, so the language is portuguese of Brazil.

Just drag and drop a RE5 .MSG2 file in the tool, and a .txt will be genarated.
To repack, drag and drop the .txt in the tool, and will b generated a new .MSG2 like this:
'mes_event_e.MSG2.gv'

Rename to: 'mes_event_e.MSG2' and test in the game.

Note: .net framework required to run this tool

Don't ask me about bugs crashes or something, because I'm not the owner of this tool.

Enjoy
The comments are in PT-BR, if necessary if I translate into English.

michalss
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Re: Capcom's MT Framework (DR, RE5, DMC4, LP, MvC, DD, etc)

Post by michalss » Fri Jul 27, 2012 8:36 pm

carnage wrote:
Sectus wrote: You can feel free to send it, although I'm not sure if I'll add support for it.
The following code was released by the Game Vicio group (GV).
Is in C# and works only for the PC version.
The following information on how to use the program.
Resident Evil 5 MSG2 Editor 1.02

This is a brazilian tool, so the language is portuguese of Brazil.

Just drag and drop a RE5 .MSG2 file in the tool, and a .txt will be genarated.
To repack, drag and drop the .txt in the tool, and will b generated a new .MSG2 like this:
'mes_event_e.MSG2.gv'

Rename to: 'mes_event_e.MSG2' and test in the game.

Note: .net framework required to run this tool

Don't ask me about bugs crashes or something, because I'm not the owner of this tool.

Enjoy
The comments are in PT-BR, if necessary if I translate into English.

This does not work with special chars. I got also X360 version of this tool :) But pretty usless
Quick BMS Editor GUI - simple easy to use
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0

Downloads from DropBox : https://dl.dropboxusercontent.com/u/

carnage
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Re: Capcom's MT Framework (DR, RE5, DMC4, LP, MvC, DD, etc)

Post by carnage » Fri Jul 27, 2012 10:19 pm

michalss wrote:
This does not work with special chars. I got also X360 version of this tool :) But pretty usless
I also think that, does it have any way to edit the XBOX version?

What I'm doing is taking the PC version of MSG in my case is already translated and rocking the ARC through the Sectus tool, or use the files packed with the PC version and the XBOX ARC compression.
In my view it is likely that work has not tested it, but if it works, it is likely that other files can get the PC version as TEXT, IMAGES, etc. and pack with the ARC of the XBOX.

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Re: Capcom's MT Framework (DR, RE5, DMC4, LP, MvC, DD, etc)

Post by Sectus » Fri Jul 27, 2012 10:34 pm

carnage wrote:I also think that, does it have any way to edit the XBOX version?

What I'm doing is taking the PC version of MSG in my case is already translated and rocking the ARC through the Sectus tool, or use the files packed with the PC version and the XBOX ARC compression.
In my view it is likely that work has not tested it, but if it works, it is likely that other files can get the PC version as TEXT, IMAGES, etc. and pack with the ARC of the XBOX.
The formats are too different for that to work. Many formats are quite simply not the same (like textures, models and a few other formats) and all of them are reverse endian, which is the main problem.

Whenever I add PC support to my tool, I'll try to update my GMD and TEX converters to work between platforms but we'll see. There's some formats I'd really wish to figure out, like the XFS format, since it controls so many different gameplay systems but I've had little luck with that.

Rick
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Re: Capcom's MT Framework (DR, RE5, DMC4, LP, MvC, DD, etc)

Post by Rick » Sat Jul 28, 2012 3:15 am

SFX are serialized game objects, I can read some of the data but it's not completely correct.
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: Capcom's MT Framework (DR, RE5, DMC4, LP, MvC, DD, etc)

Post by Gh0stBlade » Sat Jul 28, 2012 11:47 am

I know how the XFS fmt works partially. I can also read some of the strings but it's not all of them.
Click the thanks button if I helped!

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Re: Capcom's MT Framework (DR, RE5, DMC4, LP, MvC, DD, etc)

Post by jackyjy » Sun Aug 05, 2012 7:39 am

michalss wrote:
Sectus wrote:My original plan was to use DDS as I thought the TEX format on xbox was pretty much DDS with a few minor changes, but from what I understand the format isn't compatible with normal DDS files. I saw a way to easily convert it to TGA so I think I'm just gonna keep to that. TGA works better as an intermediate format anyway.

I'll look into Dragon's Dogma. I thought that would be supported.

Edit: Can you give me an exact example how it crashed (which archive you used and the command line arguments used)? I tried to extract textures from a couple of achives, and it worked for me.

I was trying it on font files - ddfont_jpn_00_ID_HQ.tex in file bbs_rpg.arc. Cmd - arctool -x -texRE6 -dd -txt bbs_rpg.arc
Me too,I was found a file ddfont_jpn.gfd. I dont know what is it. And how can I creat my own TEX format Font?

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Re: Capcom's MT Framework (DR, RE5, DMC4, LP, MvC, DD, etc)

Post by carnage » Mon Aug 06, 2012 10:22 pm

Sectus wrote: The formats are too different for that to work. Many formats are quite simply not the same (like textures, models and a few other formats) and all of them are reverse endian, which is the main problem.

Whenever I add PC support to my tool, I'll try to update my GMD and TEX converters to work between platforms but we'll see. There's some formats I'd really wish to figure out, like the XFS format, since it controls so many different gameplay systems but I've had little luck with that.
I took the test, but as we knew gave error.
The game starts normally, but when some text that appears the error "fatal crash intercepted"
I tried to change the header, but when the game starts speaking it is necessary to clean the cd.
The way is to edit the MSG2 Editor tool to work with files or XBOX 360 would be better to create a new tool?

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Re: Capcom's MT Framework (DR, RE5, DMC4, LP, MvC, DD, etc)

Post by carnage » Wed Aug 29, 2012 11:10 pm

With the help of a friend (Ray) has created an extraction tool based on PHP's MSG2 Editor.
The Dump is working properly and he can make the extraction of 3 files PC, XBOX360 and PS3, follows the first 10 lines of script version PC and XBOX, the test was not done with the PS3 version because I have but apparently works correctly.

The encode already been created and tested, it encodes correctly but not efetuei the test PC and XBOX game in 3660, but it is likely that work properly.
Soon I'll post screens from both versions.

Code: Select all

VERSION XBOX 360
19795,18226,0,64,1,29576,0,2048,2304,1152,18,36,0,0,1056,256,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
(dummy)
Mano-a-mano{0,11268}
Faca{0,11268}
M92F (PST){0,11268}
VZ61 (MTR){0,11268}
Ithaca M37 (MTR){0,11268}
S75 (RIF){0,11268}
Granada de mão{0,11268}
Granada incendiária{0,11268}
Granada Flash{0,11268}
SIG 556 (MTR){0,11268}
Bomba de proximidade{0,11268}
S&W M29 (MAG){0,11268}
Lança granadas{0,11268}

Code: Select all

VERSION PC
0,0,8,0,0,9,0,5,18,0,36,0,0,0,0,0,32,4,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
(dummy)
Corpo-a-corpo{0,1068}
Faca{0,1068}
M92F (PST){0,1068}
VZ61 (MET){0,1068}
Ithaca M37 (ESC){0,1068}
S75 (RIF){0,1068}
Granada de mão{0,1068}
Granada incendiária{0,1068}
Granada de luz{0,1068}
SIG 556 (MET){0,1068}
Bomba de proximidade{0,1068}
S&W M29 (MAG){0,1068}
Lança-granadas{0,1068}
Both are already translated into Portuguese PT-BR.

michalss
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Re: Capcom's MT Framework (DR, RE5, DMC4, LP, MvC, DD, etc)

Post by michalss » Thu Aug 30, 2012 5:04 am

can u please post the tool for X360?
Quick BMS Editor GUI - simple easy to use
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0

Downloads from DropBox : https://dl.dropboxusercontent.com/u/

carnage
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Re: Capcom's MT Framework (DR, RE5, DMC4, LP, MvC, DD, etc)

Post by carnage » Thu Aug 30, 2012 2:11 pm

michalss wrote:can u please post the tool for X360?
Yes of course, but I have to perform the test on encode if everything is ok put the source code.
I intend to spend a GUI tool for VBA.

erik945
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Re: Capcom's MT Framework (DR, RE5, DMC4, LP, MvC, DD, etc)

Post by erik945 » Wed Mar 19, 2014 3:26 pm

Sorry for necroposting but...
ArctTools 0.9.26 incorrect extract some normal maps from DragonsDogma (Xbox).
If use "-texRE6" - created only txt file, without tga;
if use only "-tex" - maps incorrect;
Sample:
http://www.sendspace.com/file/0lkf02

nameless32
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Re: Capcom's MT Framework (DR, RE5, DMC4, LP, MvC, DD, etc)

Post by nameless32 » Wed Mar 19, 2014 10:05 pm

erik945 wrote:Sorry for necroposting but...
ArctTools 0.9.26 incorrect extract some normal maps from DragonsDogma (Xbox).
If use "-texRE6" - created only txt file, without tga;
if use only "-tex" - maps incorrect;
Sample:
http://www.sendspace.com/file/0lkf02
hei arctool have support to Dragon´s Dogma Dark Arisen PS3 ?
and DMC4 PS3 ??

i can´t find the information in readme.txt

sorry for my bad english

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