Page 9 of 14

Re: (PC) Dead Spece 2 (.dat)

Posted: Sun Feb 13, 2011 12:55 am
by renato
Any clue how can open the .geo files?

by google translate

Re: (PC) Dead Spece 2 (.dat)

Posted: Sun Feb 13, 2011 9:45 pm
by Aliensoldier
renato wrote:Any clue how can open the .geo files?
nightFlarer wrote:Phew, ok, I am done. So it's the same deal guys with maxscripts.
Copy the code below, open up 3DS Max, Maxscript Menu>New Script, then paste, save, Maxscript Menu>Run Script, select the script you saved.

Now it's going to ask for the mesh file, so open up a .geo in the "Mesh" folder eg. 0144_torsoupper.geo
Then it's going to ask for the UV file which is also a .geo file, but should be in the "MeshVolatile" folder eg. 0145_torsoupper.geo
Notice that the number is different, lower is the mesh and greater is the UV.

Code: Select all

fname = getOpenFileName \ 
caption:"Open .geo from Mesh folder" \
types:"Dead Space 2 Mesh(*.geo)|*.geo" \
historyCategory:"DeadSpace2ObjectPresets"
f = fopen fname "rb"
gname = getOpenFileName \ 
caption:"Open .geo from MeshVolatile folder" \
types:"Dead Space 2 UV(*.geo)|*.geo" \
historyCategory:"DeadSpace2ObjectPresets"
g = fopen gname "rb"
clearlistener()
fscale=100

Face_array=#()
Vert_array=#()
UV_array=#()

fseek f 0x0380 #seek_set
Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string))
unk1=readlong f
vertcount=readlong f
unk2=readlong f
null1=readlong f
unk3=readlong f
vertcount=readlong f
unk4=readlong f
unk5=readlong f
unk6=readlong f
face=readlong f
unk7=readlong f
faceoff=readlong f

fseek f 0x400 #seek_set
Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string))

	
for x = 1 to vertcount do(

vx=readfloat f
vy=readfloat f
vz=readfloat f
p=readfloat f
p=readfloat f
p=readfloat f
p=readfloat f
p=readfloat f
append Vert_array([vx,vy,vz] * fscale)
)

for u = 1 to vertcount do(
tu=readfloat g
tv=readfloat g
append UV_array[tu,tv,0]
)

Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string))
fseek f faceoff #seek_set

for x = 1 to face/3 do(
fa=readshort f #unsigned+1
fb=readshort f #unsigned+1
fc=readshort f #unsigned+1
append Face_array[fa,fb,fc]
)
Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string))

msh = mesh vertices:Vert_array faces:Face_array
msh.numTVerts = UV_array.count
buildTVFaces msh
for j = 1 to UV_array.count do setTVert msh j UV_array[j]
for j = 1 to Face_array.count do setTVFace msh j Face_array[j]

Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string))
gc()
fclose f
fclose g

Well, I was using ConvertTG4 with Debug and it worked, or something like that...
http://img502.imageshack.us/i/eurostileltstdbold32.png
It's not the best result, but I think every can see the texture of the Slasher in there.

Re: (PC) Dead Spece 2 (.dat)

Posted: Mon Feb 14, 2011 12:12 am
by StaticTheFox
Aliensoldier wrote: Well, I was using ConvertTG4 with Debug and it worked, or something like that...
Image
It's not the best result, but I think every can see the texture of the Slasher in there.
How'd you do that? for me it just outright crashes.

Edit: nevermind, but the results are really... pixelated.

Re: (PC) Dead Spece 2 (.dat)

Posted: Mon Feb 14, 2011 3:16 am
by nightFlarer
The maxscript is updated in the other thread.

Re: (PC) Dead Spece 2 (.dat)

Posted: Mon Feb 14, 2011 5:06 am
by Nexus Elite ns
I've notice there's some missing GEO files when you extract the STR, perhaps the unpacker need some fix, because there's only certain files for the GEO, while missing other stuff from it.

Re: (PC) Dead Spece 2 (.dat)

Posted: Mon Feb 14, 2011 7:12 am
by leonkennedy4011
having the same problem, a lot of mesh files are missing, arms, visor ext and some validate meshes for the UV as well

Re: (PC) Dead Spece 2 (.dat)

Posted: Mon Feb 14, 2011 4:17 pm
by Aliensoldier
nightFlarer wrote:The maxscript is updated in the other thread.
Can you post it, pls?

EDIT: Oh you ment that script. So then, don't mind about my question...

Re: (PC) Dead Spece 2 (.dat)

Posted: Tue Feb 15, 2011 6:12 pm
by RedDeadRedemption
Any progress to decode snu files from PC version?

Re: (PC) Dead Spece 2 (.dat)

Posted: Tue Feb 15, 2011 9:36 pm
by AceAngel
Stupid question, I know, but does the Tool work for DS1? I tried extracting the .str packages, and while it does work, I think they're either files missing or not DS1 compatible. Once again, sorry for the stupid question, I just want to make sure.

Re: (PC) Dead Spece 2 (.dat)

Posted: Wed Feb 16, 2011 10:36 am
by sirew
Hey guys, I 've done it using 3D Ripper, but I dislike it because of its hard to find the right texture and the mesh is not clean

Re: (PC) Dead Spece 2 (.dat)

Posted: Thu Feb 17, 2011 4:04 pm
by ghf50
RedDeadRedemption wrote:Any progress to decode snu files from PC version?
I have the same question.hope someone can write a new decode program for PC version

Re: (PC) Dead Spece 2 (.dat)

Posted: Fri Feb 18, 2011 6:59 am
by Schemer
ghf50 +1
May someon make coder\decoder ds2 snu files?

Re: (PC) Dead Spece 2 (.dat)

Posted: Fri Feb 18, 2011 10:37 am
by rengareng
need tool for dead space 2 language file.

Re: (PC) Dead Spece 2 (.dat)

Posted: Sun Feb 20, 2011 3:30 am
by Gamma256
Does anybody know where the animation files are? I am trying to experiment around but can't seem to find those files and its confusing. Thanks in advanced.

Re: (PC) Dead Spece 2 (.dat)

Posted: Sun Feb 20, 2011 8:00 am
by Rick
Gamma256 wrote:Does anybody know where the animation files are? I am trying to experiment around but can't seem to find those files and its confusing. Thanks in advanced.
The animation files are the *.win files inside stream sets.