Post questions about game models here, or help out others!
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chrrox
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by chrrox » Wed May 25, 2011 5:16 am
Marvel Vs Capcom 3 arc extractor
Code: Select all
# Devil May Cry 4 / Dead Rising 360 / Resident Evil 5 / Capcom ARC files (script 0.1.3)
# script for QuickBMS http://aluigi.org/papers.htm#quickbms
quickbmsver 0.3.13
set HFS long 0
set BASE_OFF long 0
get SIGN long
if SIGN == 0x00534648 # " SFH"
endian big
set HFS long 1
elif SIGN == 0x48465300 # "HFS "
endian little
set HFS long 1
endif
if HFS != 0
get DUMMY short
get TYPE short
if TYPE == 0
set BASE_OFF long 0x20000
else
set BASE_OFF long 0x10
endif
goto BASE_OFF
get SIGN long
endif
if SIGN == 0x00435241 # " CRA"
endian little
elif SIGN == 0x41524300 # "ARC "
endian big
else
cleanexit
endif
get VERSION short
if VERSION == 4
comtype zlib
elif VERSION == 8
set TYPE2 ".ps3"
comtype deflate
elif VERSION == 0x11
set TYPE2 ".360"
comtype XMemDecompress 0x8000 # yeah 0x8000 is the "magic" for RE5
else
comtype zlib
print "unknown version %VERSION%, I try zlib compression"
endif
get FILES short
for i = 0 < FILES
getdstring NAME 0x40
string name + TYPE2
get TYPE long
get ZSIZE long
get SIZE long
get OFFSET long
print %TYPE%
if TYPE == 606035435
string name + .TEX
elif TYPE == 1486968918
string name + .DOM
elif TYPE == 659146920
string name + .MRL
elif TYPE == 1988234625
string name + .LMT
elif TYPE == 329180445
string name + .LMT
else
string name + .
string name + TYPE
print "unknown TYPE %TYPE%, let me know what it is"
endif
if SIZE & 0x40000000
math SIZE -= 0x40000000
endif
if HFS != 0 # used in RE5 PS3
math ZSIZE += 32
#math SIZE /= 8
math TMP = OFFSET
math TMP /= 0x20000
math TMP *= 0x10
math ZSIZE += TMP
math SIZE += TMP
math OFFSET += TMP
math OFFSET += 2
endif
math OFFSET += BASE_OFF # needed for HFS header
clog NAME OFFSET ZSIZE SIZE
next i
Models coming soon

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timkango
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by timkango » Wed May 25, 2011 9:44 am
Would it be possible to see the actual code for the decompression routine? ("xmemdecompress 0x8000")
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DOTAPRINCE
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by DOTAPRINCE » Wed May 25, 2011 11:37 am
Cool sir chrrox, do the models come out of the arc file immediately or there is another compression method for the models?
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chrrox
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by chrrox » Wed May 25, 2011 12:23 pm
I have to make a max script for the models to import into 3ds max i am working on bones and weights.
The source code for quickbms is freely available to see what that command does.
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DOTAPRINCE
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by DOTAPRINCE » Wed May 25, 2011 1:31 pm
Ok then I'll be watching this thread for new updates

btw sir chrrox are you gonna do models Naruto Shippuden Ultimate ninja storm 2 too?
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maniacoloco
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by maniacoloco » Wed May 25, 2011 11:15 pm
in this case, is the arc format format the same in some way that the format used in RE5 DLC??
Just curious.
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jaden
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by jaden » Thu May 26, 2011 12:46 am
wow wow
This is great chrrox
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maniacoloco
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by maniacoloco » Thu May 26, 2011 1:35 am
chrrox wrote:its the same as the re5 arc format.
Thanks
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Gh0stBlade
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by Gh0stBlade » Thu May 26, 2011 10:43 am
Well "comtype xmemdecompress 0x8000"
Is where everyone went wrong; it seems that the compressed data starts at 0x8000.
Click the thanks button if I helped!
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chrrox
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by chrrox » Thu May 26, 2011 9:20 pm
Actually its the window size they just changed that.
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jaden
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by jaden » Fri May 27, 2011 1:05 am
Chrrox any chance you're gonna continue with mgs 4 model extraction ??
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MrAdults
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by MrAdults » Fri May 27, 2011 7:27 pm
Noesis opens those models now with v3.2. Although there are various issues. Can't find the texture index for the materials (although the materials are correctly mapped), and I think pointweighting still has issues with > 2 weights. Haven't had a lot of time to look at it (and I'm about to take off again for the day), so hopefully chrrox or revelation can make some progress from my code.
