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Dark Souls FLV file

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finale00
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Re: Dark Souls FLV file

Post by finale00 » Mon Sep 03, 2012 5:57 am

PC version is the exact same format except everything is little endian.

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Re: Dark Souls FLV file

Post by whiteraven » Tue Sep 04, 2012 4:34 pm

hey i am an avid 3d modeler and i primarily use blender, could anyone please upload some .objs? and texture files normal people can read >_<, i thank you guys for all your hard work. I mainly want the .obj of the elite knight set + textures, i want to make some hardcore aweseome renders and ill post what i make. Also im using this as research to create a dark souls mini HD movie with photorealistic CG, but to be really realistic i need the base file to go off of :x.
Once again thank you guys so much for your hard work.

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zardalu
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Re: Dark Souls FLV file

Post by zardalu » Thu Sep 13, 2012 2:56 pm

Rick wrote:http://svn.gib.me/public/darksouls/trunk/

Not model stuff, but unpacker/unbinders.

Also, the texture format has changed from PS3 version to PC. Every texture is now a nice DDS file wrapped in the TPF format.
Hi, does anyone have a compiled version of Rick's tools above that they can share? Also, what is the status of the tools for the FLV and TPF files for the PC version? Thanks!

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Re: Dark Souls FLV file

Post by nullvector » Thu Sep 13, 2012 4:25 pm

Compiled versions of his tools
http://www.mediafire.com/?dxarranbataxrsa

I'm digging through the params and paramdef files now to figure those out.
If anyone knows anything about those, I would be grateful.

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Re: Dark Souls FLV file

Post by Silvist » Thu Sep 13, 2012 6:48 pm

Heyo everyone,

Just wanted to thank you guys for all the hard work. Just tested the compiled tools that nullvector uploaded, and it worked like a charm. Now I just gotta look through the files and find what I'm after :D

Is it just the BDT and BHD that have the files inside of them?

What's really surprising to me is that each weapon seems to have its own havok animation included lol.

@zardalu - The compiled tools that nullvector has a tool inside that already converts the tpf to dds format.

Now I just need a plugin for 3ds max, and I'm set lol. Though typically I seen you guys build blender plugins..so guess I'll have to make do ;p

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Re: Dark Souls FLV file

Post by finale00 » Thu Sep 13, 2012 8:18 pm

Actually I only know one person here that (exclusively) writes blender (2.49) scripts.
Most are 3dmax or noesis.

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Re: Dark Souls FLV file

Post by Rick » Fri Sep 14, 2012 3:54 am

nullvector wrote:Compiled versions of his tools
http://www.mediafire.com/?dxarranbataxrsa
If you want to correctly use these compiled tools, you'll need to grab the projects directory from the repo and drop it in that directory, or Unpack won't know any file names.
nullvector wrote:I'm digging through the params and paramdef files now to figure those out.
If anyone knows anything about those, I would be grateful.
I have boatloads of uncommitted code that can read the param/paramdef files, as well as the drb (UI) files. I'll get around to committing them soon.

Also, I'll add my darksouls repo to my autobuild system eventually, just have not gotten around to it yet.

Currently working on a model and map viewer to see how far I get, I can read 99% of the model file format now (though there are unknowns).

Image
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: Dark Souls FLV file

Post by zardalu » Sat Sep 15, 2012 11:34 pm

Rick wrote:
nullvector wrote:Compiled versions of his tools
http://www.mediafire.com/?dxarranbataxrsa
If you want to correctly use these compiled tools, you'll need to grab the projects directory from the repo and drop it in that directory, or Unpack won't know any file names.
Thanks Rick, that got it working, great work!
nullvector wrote:Currently working on a model and map viewer to see how far I get, I can read 99% of the model file format now (though there are unknowns).
Outstanding, there are some great models in this game.

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Re: Dark Souls FLV file

Post by Silvist » Sun Sep 16, 2012 5:34 pm

@finale00 - Well that's really good to know then. For the short visits I've made on here (since this is the source of where it all begins ;p), I guess I just kept seeing blender plugs.

@Rick - Looks awesome, can't wait to see how it progresses next ^^

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Re: Dark Souls FLV file

Post by TehDave » Sat Sep 29, 2012 10:36 am

Rick wrote:
nullvector wrote:Compiled versions of his tools
http://www.mediafire.com/?dxarranbataxrsa
If you want to correctly use these compiled tools, you'll need to grab the projects directory from the repo and drop it in that directory, or Unpack won't know any file names.
nullvector wrote:I'm digging through the params and paramdef files now to figure those out.
If anyone knows anything about those, I would be grateful.
I have boatloads of uncommitted code that can read the param/paramdef files, as well as the drb (UI) files. I'll get around to committing them soon.

Also, I'll add my darksouls repo to my autobuild system eventually, just have not gotten around to it yet.

Currently working on a model and map viewer to see how far I get, I can read 99% of the model file format now (though there are unknowns).

Image
Wow, you've done really great so far. Keep up the good work! Definitely looking forward to when I can export models with rigging and put them into SFM or something.

edit: Just had an idea, how similar are the file formats between Demon's Souls and Dark Souls? I know they run on the same engine, but I'm curious to see if both game's model formats are similar. If they are you could possibly make the modelviewer and tools be able to view both Demon's and Dark Souls model files.

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Re: Dark Souls FLV file

Post by whiteraven » Tue Oct 16, 2012 4:02 pm

lnk to download the files are broken. Can someone give a new link the the bvh files vlad had that he got all the armors from?

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Re: Dark Souls FLV file

Post by TehDave » Sun Oct 28, 2012 2:22 pm

Does anyone have a compiled version of https://code.google.com/p/dkstools/? I'm trying out finale00's Noesis script right now but it doesn't seem to do bones and I'm wondering if vlad's tools do.

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Re: Dark Souls FLV file

Post by TehDave » Mon Nov 05, 2012 7:14 am

Well, I tried compiling vlad's stuff myself and it ended up being a complete waste of time since it just plain doesn't work, both programs throw errors in my face when I try to run them. Doesn't help that I don't know what the hell I'm doing, but the error is something about an index array being out of bounds and it refers to BDFparser.cs.

Would like some help trying to get this working or for someone who actually knows what they're doing to compile this, because I'm curious to see if his tools can even dump models of any kind. I'm basically at the end of my rope trying to get meshes out of this game, the existing Noesis script results in basically useless (to me) meshes as they contain no UVs or weights and I have yet to hear back from finale00 on what lines need to be added to the script in order to get them to load into Noesis with the mesh, and every other ripping method I've tried results in nothing usable.

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Re: Dark Souls FLV file

Post by TehDave » Fri Nov 30, 2012 9:12 am

So, has there been any progress on anyone's tools? Or is this thread just dead?

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Re: Dark Souls FLV file

Post by vlad001 » Mon Dec 03, 2012 5:19 pm

TehDave wrote:So, has there been any progress on anyone's tools? Or is this thread just dead?
Well, my point of view is this: the code that I shared should be used as a reference on how the data is structured/parsed. I never intended to write an exporter for game data to any meaningful format.

The exception you get is most probably because of byte ordering issues. I wrote this stuff for the Xbox 360 version of the game files, which use big endian byte ordering, whereas you probably ran the tools against the PC version, which happen to be little endian.

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