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Shin Sakura Taisen / Sakura Wars (PS4)

Posted: Wed Aug 12, 2020 3:40 am
by GDL
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Looks like everything in this game is in a .pac container, looking at the header of the file it seems they are using an updated version of the one they used for Sonic Forces:

header.png

Which has a header that reads "PACx301L" and for which there's an experimental bms script:

http://aluigi.altervista.org/bms/sfpac.bms

Anyways, if anyone wants to try and extract stuff from them it doesn't seem to be compressed or encrypted, here are a few example files:

https://mega.nz/folder/kHh2XAxJ#3x1UJrYQObx-t1Gsu4LOLw

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Re: Shin Sakura Taisen / Sakura Wars (PS4)

Posted: Wed Aug 12, 2020 4:48 pm
by akderebur
You can use Switch Toolbox to unpack the archive properly. Model files are ".model" and seem to be same/similar to previous Hedgehog Engine games. I guess there should be bunch of importers around. If not you can try this for a quick OBJ output : viewtopic.php?p=157955#p157955

Re: Shin Sakura Taisen / Sakura Wars (PS4)

Posted: Wed Sep 09, 2020 1:06 am
by pox911
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I'm slowly making a blender script for the hedgehog engine. Mesh and UV are easy. I'm still looking into how the normals are stored. I also have enough info for getting weights but just need to work on the skeleton's bone positions.

Re: Shin Sakura Taisen / Sakura Wars (PS4)

Posted: Fri Sep 18, 2020 2:49 pm
by Doronetty
We are waiting for your script! Very-very!!!

Re: Shin Sakura Taisen / Sakura Wars (PS4)

Posted: Tue Oct 06, 2020 4:07 pm
by Tsunani
Yeah actually checking this topic every day ahah

Re: Shin Sakura Taisen / Sakura Wars (PS4)

Posted: Fri Jan 15, 2021 8:08 pm
by pox911
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A bit of a late reply but here is the script i've written so far. Even managed to get animations working for the most part. Code isnt perfect but it's worked well for me so far.

Github Link

Re: Shin Sakura Taisen / Sakura Wars (PS4)

Posted: Fri Jan 15, 2021 11:40 pm
by Darko
And what about textures??

Re: Shin Sakura Taisen / Sakura Wars (PS4)

Posted: Sat Jan 16, 2021 6:13 am
by pox911
Darko wrote: Fri Jan 15, 2021 11:40 pm And what about textures??
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they are in standard dds format

Re: Shin Sakura Taisen / Sakura Wars (PS4)

Posted: Sat Jan 16, 2021 8:18 am
by einherjar007
Thank you for creating the script! It certainly works with model files.
Like the killercracker script, the character animation doesn't work properly, are there any plans to fix it?

Re: Shin Sakura Taisen / Sakura Wars (PS4)

Posted: Sat Jan 16, 2021 9:13 am
by pox911
einherjar007 wrote: Sat Jan 16, 2021 8:18 am Thank you for creating the script! It certainly works with model files.
Like the killercracker script, the character animation doesn't work properly, are there any plans to fix it?
can you give some examples? Admittedly most of my animation testing was using the the mario olympics animations and only a handfull of mech animations. One thing i noticed though is that sometimes the scale value has some weird values despite not being needed for the animation. I've been debating on putting a checkbox to toggle scale use.

Re: Shin Sakura Taisen / Sakura Wars (PS4)

Posted: Thu Jan 21, 2021 8:54 am
by zerotaku5123
Hello, excuse me, are you going to publish the models to download? since I'm interested in the character Hatsuho Shinonome

Re: Shin Sakura Taisen / Sakura Wars (PS4)

Posted: Thu Jan 21, 2021 9:30 am
by ikskoks
Asking for assets is forbidden here.

Re: Shin Sakura Taisen / Sakura Wars (PS4)

Posted: Fri Jan 22, 2021 9:40 pm
by TheSuperSpinD
Is there a way to find the passcode to unpack the initial PKG file everything is stored in?

Re: Shin Sakura Taisen / Sakura Wars (PS4)

Posted: Sun Jan 31, 2021 12:21 am
by wansf
thx for ur script first , but animation doing bad for me , im using a clean installed blender 2.91.2

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Re: Shin Sakura Taisen / Sakura Wars (PS4)

Posted: Mon Feb 08, 2021 1:28 am
by Darko
TheSuperSpinD wrote: Fri Jan 22, 2021 9:40 pm Is there a way to find the passcode to unpack the initial PKG file everything is stored in?
The passcode for any game available for downloading is "00000000000000000000000000000000" with fakepkg.