Family Guy: Back to the Multiverse

The Original Forum. Game archives, full of resources. How to open them? Get help here.
MeteoraMan
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Family Guy: Back to the Multiverse

Post by MeteoraMan » Sun Nov 25, 2012 12:22 am

Need help with *.ho files.

Few files:
http://www12.zippyshare.com/v/54891237/file.html
or
http://www.sendspace.com/file/dm7fo7

These files use some alignment.
I can not understand how.

SanGat
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Re: Family Guy: Back to the Multiverse

Post by SanGat » Sun Nov 25, 2012 5:06 pm

Game Extractor can open this files.
P.S. Udachi s perevodom.

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Re: Family Guy: Back to the Multiverse

Post by MeteoraMan » Sun Nov 25, 2012 7:41 pm

SanGat wrote:Game Extractor can open this files.
P.S. Udachi s perevodom.
How?
I'm trying, but it does not work.

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Re: Family Guy: Back to the Multiverse

Post by SanGat » Mon Nov 26, 2012 4:44 pm

MeteoraMan wrote:How?
I'm trying, but it does not work.
Just dblclick on archive. Img

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Re: Family Guy: Back to the Multiverse

Post by vitorrs100 » Sat Dec 01, 2012 10:10 pm

Anyone knows in which files are the texts of this game?

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Re: Family Guy: Back to the Multiverse

Post by vitorrs100 » Sat Dec 08, 2012 3:24 pm

any help?

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Re: Family Guy: Back to the Multiverse

Post by Nobby » Sun Dec 09, 2012 11:01 pm

Can anyone else find anything other than dds files?
Ive tried every archive in the players folder and ive looked at a lot of the levels archives, the only thing game extractor seems to find is dds files.. Anyone know how to find 3d objects or anything like that?

Or is anyone working on a model extractor for family guy.. If anyone needs any of the archives i can supply them, just PM me.
Yes! i know that's what i said... But its not what i meant. ;)

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Re: Family Guy: Back to the Multiverse

Post by ikskoks » Wed Dec 12, 2012 2:24 pm

Maybe someone could write a quick bms script?

I upload as an attachment small copies of the archives from this game made by WATTOs file cutter
It will be helpful.
You do not have the required permissions to view the files attached to this post.

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Re: Family Guy: Back to the Multiverse

Post by EcheloCross » Thu Dec 20, 2012 11:47 pm

I've managed to get some model and texture data out of the .ho files.

Image

Image

Theres a lot I haven't figured out yet though. Like where the pointers are.

It seems the only model data I can find faces for is in the HAVK blocks.

I've found some other vertex data in some of the other blocks though, but with no faces.

Every mesh I've found so far is just a weapon.

For the models I found only verts for, I made my tool output a maxscript that draws spheres where the verts would be.

Image

At least using this method I can see the general shape of the model that the test data represents.

Anyone else taken a look at this game's .ho files?
Last edited by EcheloCross on Fri Dec 21, 2012 12:10 am, edited 1 time in total.

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ikskoks
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Re: Family Guy: Back to the Multiverse

Post by ikskoks » Fri Dec 21, 2012 12:10 am

I've managed to get some model and texture data out of the .ho files.
Good for us! :)

How did you get these models? Are you going to extract other data from this archives?

I cross my fingers for you ;p

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Re: Family Guy: Back to the Multiverse

Post by EcheloCross » Fri Dec 21, 2012 12:16 am

ikskoks wrote:How did you get these models?
I wrote a tool that can grab data from specified pointers. So if you know the data's pointer offset, and size. You can attempt to extract it to either tga, or obj depending on if the data is texture data or mesh data.

Image

I'm going to add brute force zlib and lzo in some new tabs soon. For now it finds image data in every game I've thrown at it. The mesh extraction works across multiples games too if you know the pointer offsets.

...

I added injection for texture data.

This is the PLYN.ho Brian regular costume with a gradient map over it.

Image

Image

PLYN didn't mod the ingame character though, so I'm going to try some of the other ho files.
Last edited by EcheloCross on Sun Dec 23, 2012 12:56 am, edited 4 times in total.

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Re: Family Guy: Back to the Multiverse

Post by ikskoks » Fri Dec 21, 2012 12:32 am

So, I'll wait until you release your tool ;p

Do you plan to add an import option of edited textures, models etc. in the future?

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Re: Family Guy: Back to the Multiverse

Post by EcheloCross » Fri Dec 21, 2012 12:54 am

The image extraction section works by looking at the scanned section output in this template.

Image

You specify the block number where the texture starts, and specify its resolution. Its pretty easy to get any resolution image out by looking at this template.

For instance, the texture in the above post is extracted by specifying 32505856 for the data base offset, 118 for the block number, 512 x 512 for the resolution, and 262144 for the image data size.

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Re: Family Guy: Back to the Multiverse

Post by EcheloCross » Fri Dec 21, 2012 1:06 am

ikskoks wrote:So, I'll wait until you release your tool ;p

Do you plan to add an import option of edited textures, models etc. in the future?
I usually add import options to my tools, I'm not sure what the forum rules are on posting those types of tools though. Anybody can clear this up for me?

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ikskoks
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Re: Family Guy: Back to the Multiverse

Post by ikskoks » Fri Dec 21, 2012 8:03 am

I think that you can upload your utility as an attachment to this topic and you don't have to worry about the rules.
But if you want you can upload your tool in this section and give us a link in this topic.

Is it possible to make extraction process more automatically? :)
I don't know too much about offsets and block numbers ;p
If not, it's ok. I'm a fast learner.

Thanks again for the tool! It's great chance to mod and translate this game.

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