The Forum is up for sale: XeNTaX Forum looking for new owner
Lost Planet 2 - arc extract to .mod and .tex
-
dragbody
- veteran
- Posts: 126
- Joined: Tue Sep 20, 2011 4:33 am
- Has thanked: 137 times
- Been thanked: 10 times
Lost Planet 2 - arc extract to .mod and .tex
Hello everyone.
I've done a fair amount of searching for a way to utilize the models and textures from Lost Planet 2, but the other threads on this site were dead and I've been unable to find useful info elsewhere on the web.
What I can tell you is that Noesis can export mod and tex files from the arc files with no problem. For Lost Planet 1, it could view and export these files too. However, the Lost Planet 2 versions cannot be previewed or recognized.
Here are two arc files and their unpacked contents: *SNIP*
I've done a fair amount of searching for a way to utilize the models and textures from Lost Planet 2, but the other threads on this site were dead and I've been unable to find useful info elsewhere on the web.
What I can tell you is that Noesis can export mod and tex files from the arc files with no problem. For Lost Planet 1, it could view and export these files too. However, the Lost Planet 2 versions cannot be previewed or recognized.
Here are two arc files and their unpacked contents: *SNIP*
Last edited by dragbody on Sun May 20, 2012 1:01 am, edited 1 time in total.
-
pixellegolas
- ultra-veteran

- Posts: 423
- Joined: Mon Aug 11, 2008 11:30 pm
- Has thanked: 27 times
- Been thanked: 15 times
Re: Lost Planet 2 - arc extract to .mod and .tex
I just yesterday installed the game and had no idea how very nice the models actually are. It's like killzone
I also wonder what magic stuff is in those archives 
-
dragbody
- veteran
- Posts: 126
- Joined: Tue Sep 20, 2011 4:33 am
- Has thanked: 137 times
- Been thanked: 10 times
Re: Lost Planet 2 - arc extract to .mod and .tex
I agree. I don't want to bump my own thread so I was just letting this drop off without notice (sadly). I don't imagine it would be that difficult for one of the talented individuals here to figure out. I'd be glad to upload many more of the mod and tex files if someone were willing to take a crack at them.
-
pixellegolas
- ultra-veteran

- Posts: 423
- Joined: Mon Aug 11, 2008 11:30 pm
- Has thanked: 27 times
- Been thanked: 15 times
Re: Lost Planet 2 - arc extract to .mod and .tex
it's a dx9 and dx11 game so I guess you can rip with 3d ripper but you will not get bones etc. I am just starting to learn 3d model reversing and it is really hard for a fellow like me 
-
dragbody
- veteran
- Posts: 126
- Joined: Tue Sep 20, 2011 4:33 am
- Has thanked: 137 times
- Been thanked: 10 times
Re: Lost Planet 2 - arc extract to .mod and .tex
I've tried but I can't get 3dRipper to work with the program. If anyone else has had success, I hope they will share the settings they used.
-
Tribalizer
- n00b
- Posts: 17
- Joined: Wed Jan 04, 2012 4:26 pm
- Has thanked: 34 times
- Been thanked: 1 time
Re: Lost Planet 2 - arc extract to .mod and .tex
Anybody have any luck with this? I've tried several tools but none of them worked with Lost Planet 2's particular format.
-
finale00
- M-M-M-Monster veteran

- Posts: 2382
- Joined: Sat Apr 09, 2011 1:22 am
- Has thanked: 170 times
- Been thanked: 307 times
Re: Lost Planet 2 - arc extract to .mod and .tex
What tools have you tried?
And do they have source?
And do they have source?
-
Tribalizer
- n00b
- Posts: 17
- Joined: Wed Jan 04, 2012 4:26 pm
- Has thanked: 34 times
- Been thanked: 1 time
Re: Lost Planet 2 - arc extract to .mod and .tex
Most of the tools I used came from this forum (http://z6.invisionfree.com/Resident_Evi ... owforum=35) Even though they use the same file formats there is something different with the Lost Planet 2 versions that the tools can't work with.
-
chrrox
- Moderator
- Posts: 2602
- Joined: Sun May 18, 2008 3:01 pm
- Has thanked: 57 times
- Been thanked: 1411 times
-
Tribalizer
- n00b
- Posts: 17
- Joined: Wed Jan 04, 2012 4:26 pm
- Has thanked: 34 times
- Been thanked: 1 time
Re: Lost Planet 2 - arc extract to .mod and .tex
"What I can tell you is that Noesis can export mod and tex files from the arc files with no problem. For Lost Planet 1, it could view and export these files too. However, the Lost Planet 2 versions cannot be previewed or recognized."chrrox wrote:did you try noesis
-
chrrox
- Moderator
- Posts: 2602
- Joined: Sun May 18, 2008 3:01 pm
- Has thanked: 57 times
- Been thanked: 1411 times
Re: Lost Planet 2 - arc extract to .mod and .tex
just post in the noesis thread with the samples i think he already added support for lost planet 2 but they are the 360 files.
it should take him no time at all to update it for the pc files.
it should take him no time at all to update it for the pc files.
-
dragbody
- veteran
- Posts: 126
- Joined: Tue Sep 20, 2011 4:33 am
- Has thanked: 137 times
- Been thanked: 10 times
Re: Lost Planet 2 - arc extract to .mod and .tex
Hi everyone. I'm sorry to bump this old thread of mine, but I figured it's worth asking one more time (and since Mr. Adults said he does not plan to support any new games with Noesis). I removed the link in the OP due to the new rules so if you need more information, please PM me.
The Lost Planet 2 files can be easily extracted into files of the same format as the original Lost Planet (.mod and .tex). However, Noesis cannot read them. I imagine writing a plugin for Noesis to work with these files wouldn't be too difficult for someone with knowledge of these things.
Any help here would be greatly appreciated. Thanks!
The Lost Planet 2 files can be easily extracted into files of the same format as the original Lost Planet (.mod and .tex). However, Noesis cannot read them. I imagine writing a plugin for Noesis to work with these files wouldn't be too difficult for someone with knowledge of these things.
Any help here would be greatly appreciated. Thanks!
-
rmezatang
- advanced
- Posts: 40
- Joined: Mon Jun 21, 2010 3:32 am
- Has thanked: 2 times
- Been thanked: 6 times
Re: Lost Planet 2 - arc extract to .mod and .tex
I agree with others, Noesis support for LP2 .mod and .tex would be great... A little something from LP1

http://i1152.photobucket.com/albums/p50 ... eLee_4.jpg

http://i1152.photobucket.com/albums/p50 ... eLee_4.jpg
-
FurryFan
- mega-veteran

- Posts: 190
- Joined: Sat Jan 09, 2010 9:37 pm
- Has thanked: 8 times
- Been thanked: 64 times
Re: Lost Planet 2 - arc extract to .mod and .tex
Here is a quickbms script I made to convert the .mod files (seem to have no extension but named like om8254) from lost planet 2: run it for example as (the w in -w must be lowercase):
When it asks you 3 times to open another file just make up names of non existing files
Code: Select all
C:\quickbms\quickbms.exe -w C:\quickbms\script.bms C:\quickbms\om8254 C:\quickbms\Code: Select all
open FDSE ? 1 ;
open FDSE ? 2 ;
open FDSE ? 3 ;
Math faceinsubmesh = 0 ;
GoTo 0x8 0 ;
Get ent short 0 ;
GoTo 0x34 0 ;
Get basebase Long 0 ;
GoTo 0x38 0 ;
Get toface Long 0 ;
GoTo 0x30 0 ;
Get tolist Long 0 ;
GoTo tolist 0 ;
GoTo 12 0 SEEK_CUR ;
SavePos foxhound 0 ;
For jjj = 1 To ent ;
Math kkk = jjj ;
Math kkk -= 1 ;
GoTo foxhound 0 ;
Get testbyte Byte 0 ;
If testbyte = 0 ;
Put kkk long 2 ;
EndIF;
GoTo foxhound 0 ;
GoTo 48 0 SEEK_CUR ;
SavePos foxhound 0 ;
Next jjj ;
Put ent long 2 ;
Get SIZE ASIZE 2 ;
Math puma = SIZE ;
Math puma -= 4 ;
Math puma /= 4 ;
For hhh = 1 To puma ;
Math lion = hhh ;
Math lion -= 1 ;
Math lion *= 4 ;
Math mountainlion = lion ;
Math mountainlion += 4 ;
GoTo lion 2 ;
Get lower Long 2 ;
Math lowerbound = lower ;
Math lowerbound *= 48 ;
GoTo mountainlion 2 ;
Get upper Long 2 ;
Math upper -= 1 ;
Math upperbound = upper ;
Math upperbound *= 48 ;
GoTo tolist 0 ;
GoTo lowerbound 0 SEEK_CUR ;
SavePos wd 0 ;
GoTo 10 0 SEEK_CUR ;
Get foxnumber Byte 0 ;
GoTo wd 0 ;
GoTo 16 0 SEEK_CUR ;
Get vbase Long 0 ;
Math vbase += basebase ;
GoTo wd 0 ;
GoTo 24 0 SEEK_CUR ;
Get vertexmin Long 0 ;
GoTo tolist 0 ;
GoTo upperbound 0 SEEK_CUR ;
SavePos wd 0 ;
GoTo 24 0 SEEK_CUR ;
Get vertexmax Long 0 ;
Get vertexmax1 Long 0 ;
Math vertexmax += vertexmax1 ;
GoTo 10 0 SEEK_CUR ;
Get vvnumber Short 0 ;
Put vertexmin long 3 ;
Put vertexmax long 3 ;
Math vvnumber += 1 ;
Put vvnumber long 3 ;
Math ffbase = vertexmin ;
Math ffbase *= 2 ;
Math ffbase += toface ;
Math foxfox = vertexmax ;
Math foxfox -= vertexmin ;
Math foxfox *= 2 ;
Math foxfox /= 6 ;
Put foxnumber long 1 ;
Put vbase long 1 ;
Put vvnumber long 1 ;
Put ffbase long 1 ;
Put foxfox long 1 ;
Next hhh ;
Math zebra = 0 ;
Math cccount = 0 ;
For fff = 1 To puma ;
Math zebra2 = 0 ;
Math zebra3 = 0 ;
Math zebra4 = 0 ;
log MEMORY_FILE 0 0 ;
log MEMORY_FILE2 0 0 ;
log MEMORY_FILE3 0 0 ;
log MEMORY_FILE4 0 0 ;
log MEMORY_FILE5 0 0 ;
Math Qprime = 0 ;
Math Qprimeprime = 0 ;
GoTo zebra 1 ;
Get wolftype Long 1 ;
Get wolfvertexstart Long 1 ;
Get wolfvertexnumber Long 1 ;
Get wolffacestart Long 1 ;
Get wolffacenumber Long 1 ;
SavePos zebra 1 ;
Math wolfjump = wolftype ;
Math wolfjump -= 6 ;
GoTo wolfvertexstart 0 ;
SavePos goldgold 0 ;
For rfc = 1 To wolfvertexnumber ;
GoTo goldgold 0 ;
Get f1 Byte 0 ;
Get f2 Byte 0 ;
Get f3 Byte 0 ;
Get f4 Byte 0 ;
Get f5 Byte 0 ;
Get f6 Byte 0 ;
GoTo wolfjump 0 SEEK_CUR ;
SavePos goldgold 0 ;
GoTo zebra2 MEMORY_FILE5 ;
Put f1 Byte MEMORY_FILE5 ;
Put f2 Byte MEMORY_FILE5 ;
Put f3 Byte MEMORY_FILE5 ;
Put f4 Byte MEMORY_FILE5 ;
Put f5 Byte MEMORY_FILE5 ;
Put f6 Byte MEMORY_FILE5 ;
SavePos zebra2 MEMORY_FILE5 ;
Next rfc ;
GoTo wolffacestart 0 ;
SavePos goldgold 0 ;
For cfr = 1 To wolffacenumber ;
GoTo goldgold 0 ;
Get f1 Byte 0 ;
Get f2 Byte 0 ;
Get f3 Byte 0 ;
Get f4 Byte 0 ;
Get f5 Byte 0 ;
Get f6 Byte 0 ;
SavePos goldgold 0 ;
GoTo zebra3 MEMORY_FILE3 ;
Put f1 Byte MEMORY_FILE3 ;
Put f2 Byte MEMORY_FILE3 ;
Put f3 Byte MEMORY_FILE3 ;
Put f4 Byte MEMORY_FILE3 ;
Put f5 Byte MEMORY_FILE3 ;
Put f6 Byte MEMORY_FILE3 ;
Put 0 Byte MEMORY_FILE3 ;
Put 0 Byte MEMORY_FILE3 ;
SavePos zebra3 MEMORY_FILE3 ;
Next cfr ;
Get Z1 ASIZE MEMORY_FILE5 ;
Math Z1 /= 2 ;
Math Q1 = 0 ;
Math QQ1 = 0 ;
For T1 = 0 < Z1 ;
GoTo QQ1 MEMORY_FILE5 ;
Get first Byte MEMORY_FILE5 ;
Get second Byte MEMORY_FILE5 ;
SavePos QQ1 MEMORY_FILE5 ;
If second > 127 ;
Math second -= 256 ;
Endif ;
Math nb = second ;
Math nb *= 256 ;
Math nb += first ;
GoTo Q1 MEMORY_FILE2 ;
Put nb float MEMORY_FILE2 ;
SavePos Q1 MEMORY_FILE2 ;
Next T1;
Math Qprime = 0 ;
Math Qprimeprime = 0 ;
Get Zw3 ASIZE MEMORY_FILE3 ;
Math Zf3 = Zw3 ;
Math Zf3 /= 8 ;
Get Zw2 ASIZE MEMORY_FILE2 ;
Math Zf2 = Zw2 ;
Math Zf2 /= 12 ;
Math FaceNumber = Zf3 ;
Math VertexNumber = Zf2 ;
Math Snake = VertexNumber ;
Math Snake *= 12 ;
Math Dragon = FaceNumber ;
Math Dragon *= 8 ;
Math Sum = Dragon ;
Math Sum += Snake ;
Math SumSum = Sum ;
Math SumSum += 60 ;
Math QQQ = 60 ;
Math QQQ += Snake ;
Math QQ = 52 ;
Math qaz = 0 ;
Math wsx = 0 ;
For qvertex = 0 < SumSum ;
Put 0 Byte MEMORY_FILE4 ;
Next qvertex ;
For Vertex = 0 < Zw2 ;
GoTo qaz MEMORY_FILE2 ;
Get D byte MEMORY_FILE2 ;
SavePos qaz MEMORY_FILE2 ;
GoTo QQ MEMORY_FILE4 ;
Put D Byte MEMORY_FILE4 ;
SavePos QQ MEMORY_FILE4 ;
Next Vertex ;
For Face = 0 < Zw3 ;
GoTo wsx MEMORY_FILE3 ;
Get D byte MEMORY_FILE3 ;
SavePos wsx MEMORY_FILE3 ;
GoTo QQQ MEMORY_FILE4 ;
Put D Byte MEMORY_FILE4 ;
SavePos QQQ MEMORY_FILE4 ;
Next Face ;
GoTo 0 MEMORY_FILE4 ;
set M Byte 0x4D ;
Put M Byte MEMORY_FILE4 ;
set M Byte 0x4D ;
Put M Byte MEMORY_FILE4 ;
Math M = Sum ;
Math M += 60 ;
Put M Long MEMORY_FILE4 ;
set M Byte 0x02 ;
Put M Byte MEMORY_FILE4 ;
set M Byte 0x00 ;
Put M Byte MEMORY_FILE4 ;
set M Byte 0x0A ;
Put M Byte MEMORY_FILE4 ;
set M Byte 0x00 ;
Put M Byte MEMORY_FILE4 ;
set M Byte 0x00 ;
Put M Byte MEMORY_FILE4 ;
set M Byte 0x00 ;
Put M Byte MEMORY_FILE4 ;
set M Byte 0x03 ;
Put M Byte MEMORY_FILE4 ;
set M Byte 0x00 ;
Put M Byte MEMORY_FILE4 ;
set M Byte 0x00 ;
Put M Byte MEMORY_FILE4 ;
set M Byte 0x00 ;
Put M Byte MEMORY_FILE4 ;
set M Byte 0x3D ;
Put M Byte MEMORY_FILE4 ;
set M Byte 0x3D ;
Put M Byte MEMORY_FILE4 ;
Math M = Sum
Math M += 44 ;
Put M Long MEMORY_FILE4 ;
set M Byte 0x00 ;
Put M Byte MEMORY_FILE4 ;
set M Byte 0x40 ;
Put M Byte MEMORY_FILE4 ;
Math M = Sum
Math M += 38 ;
Put M Long MEMORY_FILE4 ;
set M Byte 0x64 ;
Put M Byte MEMORY_FILE4 ;
set M Byte 0x72 ;
Put M Byte MEMORY_FILE4 ;
set M Byte 0x61 ;
Put M Byte MEMORY_FILE4 ;
set M Byte 0x67 ;
Put M Byte MEMORY_FILE4 ;
set M Byte 0x6F ;
Put M Byte MEMORY_FILE4 ;
set M Byte 0x6E ;
Put M Byte MEMORY_FILE4 ;
set M Byte 0x6A ;
Put M Byte MEMORY_FILE4 ;
set M Byte 0x61 ;
Put M Byte MEMORY_FILE4 ;
set M Byte 0x6E ;
Put M Byte MEMORY_FILE4 ;
set M Byte 0x00 ;
Put M Byte MEMORY_FILE4 ;
set M Byte 0x00 ;
Put M Byte MEMORY_FILE4 ;
set M Byte 0x41 ;
Put M Byte MEMORY_FILE4 ;
Math M = Sum
Math M += 22 ;
Put M Long MEMORY_FILE4 ;
Set M Byte 0x10 ;
Put M Byte MEMORY_FILE4 ;
set M Byte 0x41 ;
Put M Byte MEMORY_FILE4 ;
Math M = Snake ;
Math M += 8 ;
Put M Long MEMORY_FILE4 ;
Math M = VertexNumber ;
Put M Short MEMORY_FILE4 ;
Math JumpJump = Snake ;
Math JumpJump += 52 ;
GoTo JumpJump MEMORY_FILE4 ;
set M Byte 0x20 ;
Put M Byte MEMORY_FILE4 ;
set M Byte 0x41 ;
Put M Byte MEMORY_FILE4 ;
Math M = FaceNumber ;
Math M *= 8 ;
Math M += 8 ;
Put M Long MEMORY_FILE4 ;
Math M = FaceNumber ;
Put M Short MEMORY_FILE4 ;
Get SIZE4m ASIZE MEMORY_FILE4 ;
Math cccount += 1 ;
string cccount += .3ds ;
Log cccount 0 SIZE4m MEMORY_FILE4 ;
Next fff ;I accept ALL requests. Let me know your requests.
