Ghostbusters the video game firehouse level

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SpiritedSpy
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Ghostbusters the video game firehouse level

Post by SpiritedSpy » Sun May 20, 2018 4:49 pm

Hi, I'm kinda new to this whole game ripping thing and i ran into a snag with one of the levels from ghostbusters the video game. i managed to get all the textures for the firehouse, but actually getting the firehouse seems to be its own problem. see its in a .lvl .sec and .dante format while i can find .lvl decompilers, non of them work with the file and trying to find out what the hell a .sec and .dante are giving me little to no results. so i figured i would reach out to the community for help. seeing as this same website helped me get the ghostbusters out of the game with textures and all, i figured they would have some answers for my problem. here is a .zip with all of the formats that i could get out of the game:
firehouse.lvl.zip


Edit: i should probably mention i have tried using ninja ripper yet it seems to yield incomplete results if anything.
Edit2: with more ripping and digging i have found one more firehouse file, a .bst file. searching yeilded me odd results, but opening it in a text editor gave me a bunch of weird symbols and non-sensical jargain part of me hopes this is mesh data. although i really should give up hope at this point as ive ripped everything so far and im out of .pod files to extract.
edit3: upon opening a .fbx file in notepad it yeilded similar results to the .bst. the only thing left is trying to see if someone knows how to convert this kind of crap. unfortunately i dont know a single person who does that kind of thing.
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Last edited by SpiritedSpy on Mon May 21, 2018 3:47 am, edited 2 times in total.

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shakotay2
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Re: Ghostbusters the video game firehouse level

Post by shakotay2 » Sun May 20, 2018 7:36 pm

Hi,

.dante , .lvl and .sec contain ASCII text (open them in wordpad for example) but I can't seem to find mesh data:

Code: Select all

// DANTE compiled program

1  // File version
1684  // VM data size
34631  // VM code size

//-----------------------------------------------------------
BEGIN ASSUMPTIONS
M "(void(@CCharacter,String)) SScriptWalkInfo::eventFunction" 40
M "@CActor SDamageInfo::whoFired" 40
M "@CActor SScriptWalkInfo::destActor" 24
M "bool SScriptWalkInfo::cancelScriptControl" 44
M "EDamageType SDamageInfo::damageType" 4
M "float SDamageInfo::continuousStrength" 20
M "float SDamageInfo::strength" 16
M "float SScriptWalkInfo::atDestTol" 28
M "float SScriptWalkInfo::facingTolInRadians" 36
M "float SScriptWalkInfo::runDistTol" 32
M "float Vector::x" 0
M "float Vector::y" 4
M "float Vector::z" 8
S "sizeof(CActorGroup)" 1068
S "sizeof(SDamageInfo)" 308
S "sizeof(SMaterialVariable)" 72
S "sizeof(SScriptWalkInfo)" 48
M "Vector SDamageInfo::wSourceOfDamage" 24
M "Vector SScriptWalkInfo::orient" 12
M "Vector SScriptWalkInfo::wDest" 0

END ASSUMPTIONS

//-----------------------------------------------------------
BEGIN STRINGS

00000000 "msgmachine"
00000004 "ecto1_lights"
00000008 "void checkpoint_FromIntro()"
0000000C "void checkpoint_Basement()"
00000010 "void checkpoint_fromTimesSquare()"
00000014 "void checkpoint_fromLibrary()"
00000018 "void checkpoint_fromParade()"
0000001C "void checkpoint_fromLostIsland()"
00000020 "void checkpoint_fromAbyss()"
00000024 "None"
00000028 "character/ghostbuster/water_fountain_drink"
0000002C "gadget/proton_beam/ice_beam"
00000030 "gadget/proton_beam/shotgun_fire"
00000034 "character/ghostbuster/vox_shower_react"
...
.lvl

Code: Select all

version = 19
set-filename = firehouse.pst
Dependencies = <
	animations\\ghostbuster_mocap\\spengler\\facefx\\gb_spengler.fxa
	animations\\ghostbuster_mocap\\stantz\\facefx\\gb_stantz.fxa
	animations\\ghostbuster_mocap\\venkman\\facefx\\gb_venkman.fxa
	animations\\ghostbuster_mocap\\zeddemore\\facefx\\gb_zeddemore.fxa
	animations\\npc\\human\\Ilyssa\\facefx\\ilyssa.fxa
	animations\\npc\\human\\janine\\facefx\\janine.fxa
	art\\_default_env_cube.tga
	art\\_flat_bump.tga
...
.sec

Code: Select all

version = 19
set-filename = firehouse.pst
Dependencies = <
	animations\\ghostbuster_mocap\\stantz\\facefx\\gb_stantz.fxa
	art\\_default_env_cube.tga
	art\\_flat_bump.tga
	art\\_swatch_gray_000.tga
	art\\blackcube.tga
	art\\invalid_360_texture.tga
	art\\lights\\default_fake_spot.tga
	art\\lights\\default_fake_spot_falloff.tga
	art\\lights\\default_light.tga
	art\\lights\\default_omni_falloff.tga
	art\\lights\\default_spot.tga
	art\\lights\\default_spot_falloff.tga
	art\\lights\\falloff_flashlight.tga
	art\\lights\\spot_flashlight.tga
	art\\lights\\uv_light_falloff.tga
...
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
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Assasinge
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Re: Ghostbusters the video game firehouse level

Post by Assasinge » Sat Feb 27, 2021 2:57 pm

Probably because the mesh, at least most of the props for the firehouse and other levels are stored as .smb format and no one's cracked that.

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