Try this script:
https://github.com/bartlomiejduda/Tools ... script.bms
Here is file format for reference http://wiki.xentax.com/index.php/Mace_G ... Hunter_WAD
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Search found 1666 matches
- Sun Jun 25, 2023 11:37 am
- Forum: Game Archive
- Topic: [PS2] Mace Griffin: Bounty Hunter BIG.WAD
- Replies: 2
- Views: 301
- Thu Jun 22, 2023 4:58 am
- Forum: Graphic file formats
- Topic: [BattleBlock Theater] Modifying the BAF files
- Replies: 6
- Views: 1674
- Tue Jun 20, 2023 6:53 pm
- Forum: Graphic file formats
- Topic: (psp) Gta Vice City Stories XTX file - japan rom
- Replies: 5
- Views: 532
Re: (psp) Gta Vice City Stories XTX file - japan rom
First, GAME.DTZ must be decompressed with offzip as you mentioned. Once it's done, you can search for coordinates. Everything you need to find font coordinates is explained here https://gtamods.com/wiki/Game.dtz#Font_Data So the article says that you have to go to offset 0xF4 to get to the array of ...
- Mon Jun 19, 2023 10:18 pm
- Forum: Compressed files and methods
- Topic: Railway Empire 2 (.res)
- Replies: 1
- Views: 331
Re: Railway Empire 2 (.res)
It's the same format as the one used for Port Royale 4 http://wiki.xentax.com/index.php/Port_Royale_4_RES Two years ago I wrote a script to export text from this kind of file. No reimport available. You can use it if you want: https://github.com/bartlomiejduda/Tools/blob/master/NEW%20Tools/Port%20Ro...
- Mon Jun 19, 2023 10:06 pm
- Forum: Compressed files and methods
- Topic: Freedom Wars - EAF archive
- Replies: 2
- Views: 349
Re: Freedom Wars - EAF archive
It looks encrypted compared to old EAF archive.
It should start with "#EAF" signature, but your sample doesn't have that.
Here is header structure https://github.com/CPkmn/Justice/blob/m ... ice/EAF.cs
Someone needs to find a way to decrypt it.
It should start with "#EAF" signature, but your sample doesn't have that.
Here is header structure https://github.com/CPkmn/Justice/blob/m ... ice/EAF.cs
Someone needs to find a way to decrypt it.
- Mon Jun 19, 2023 9:37 pm
- Forum: Audio file formats
- Topic: ObsCure II (PS2 EU - Audio Extraction)
- Replies: 6
- Views: 572
Re: ObsCure II (PS2 EU - Audio Extraction)
Ok, I've updated the script. Try this:
Code: Select all
# ObsCure II (PS2) BIN Audio files
# version 2
codec = PSX
interleave = 65536
sample_rate = 44100
channels = 2
start_offset = 0x00
num_samples = data_size
- Mon Jun 19, 2023 5:34 am
- Forum: Audio file formats
- Topic: ObsCure II (PS2 EU - Audio Extraction)
- Replies: 6
- Views: 572
Re: ObsCure II (PS2 EU - Audio Extraction)
Weird error. One way to fix this may be to use virtualenv . There are some tutorials on the web explaining how to set it up. Then you can run the script directly from PyCharm IDE. If that doesn't help you can try to rename file "constants.py" to something else like "constants_x.py&quo...
- Sun Jun 18, 2023 11:52 pm
- Forum: Audio file formats
- Topic: ObsCure II (PS2 EU - Audio Extraction)
- Replies: 6
- Views: 572
Re: ObsCure II (PS2 EU - Audio Extraction)
It's better to use my extractor for getting files from HVP archives. https://github.com/bartlomiejduda/Tools/tree/master/NEW%20Tools/ObsCure%202/ObsCure%202%20HVP%20Tools In most cases you will get files with proper filenames, but for STRMPACK.HVP from PS2 version hashes are still unknown. Once you'...
- Sun Jun 18, 2023 1:45 pm
- Forum: Graphic file formats
- Topic: (psp) Gta Vice City Stories XTX file - japan rom
- Replies: 5
- Views: 532
Re: (psp) Gta Vice City Stories XTX file - japan rom
does this file contain height and width parameters of characters? If so, how can it be modified? No, XTX /CHK files don't contain any coordinates, only image data is there. Easiest way to mod the font is to just replace some characters in XTX file (by editing image data) and then just use those cha...
- Sun Jun 18, 2023 6:16 am
- Forum: Graphic file formats
- Topic: (psp) Gta Vice City Stories XTX file - japan rom
- Replies: 5
- Views: 532
Re: (psp) Gta Vice City Stories XTX file - japan rom
XTX format is texture format used for Vice City Stories. There are two tools that are able to open this kind of file: GTA Stories Texture Explorer --> https://libertycity.net/files/gta-vice-city-stories/57785-gta-stories-texture-explorer-2.0.html GTA Stories Tex --> https://web.archive.org/web/20230...
- Fri Jun 16, 2023 5:24 am
- Forum: Graphic file formats
- Topic: TM2 File Questions
- Replies: 1
- Views: 316
Re: TM2 File Questions
You can check out PS2 SDK. Search for " PlayStation 2 July 2005 SDK (version 3.0.3) ". It's available on web archive. There are some tools and docs there that should help you with answering your questions. For example there is "swizzle.exe" executable that you may reverse enginee...
- Tue Jun 13, 2023 12:32 am
- Forum: Game Localization
- Topic: I am alive - help with translation
- Replies: 8
- Views: 1071
Re: I am alive - help with translation
Well, this game was made on Unreal Engine 2.5 (also referred as LEAD Engine). It seems that UMD archive has EPCK signature and it's encrypted with some kind of XOR Cipher. This format is shared with some other games e.g. Splinter Cell: Conviction There are some topics already about this format: http...
- Mon Jun 12, 2023 10:45 pm
- Forum: General game tools
- Topic: REZ Tool Pack
- Replies: 7
- Views: 11971
Re: REZ Tool Pack
This tool pack works also with "Arthur's Quest: Battle for the Kingdom". I've just checked it.
I've also added file format to the wiki for reference http://wiki.xentax.com/index.php/Jupiter_Engine_REZ
I've also added file format to the wiki for reference http://wiki.xentax.com/index.php/Jupiter_Engine_REZ
- Sun Jun 11, 2023 6:06 pm
- Forum: Game Localization
- Topic: Help me find how to translate Paradise Killer please
- Replies: 11
- Views: 1192
Re: Help me find how to translate Paradise Killer please
Editing fonts for this game is easy. All fonts are located in the " \ParadiseKiller\Content\Assets\Fonts " directory. Fonts have UFONT extension and they are in fact TTF fonts. So you can just change it for example from "Kargi.ufont" to "Kargi.ttf" and you can edit font...
- Sun Jun 11, 2023 2:50 pm
- Forum: Game Localization
- Topic: Help me find how to translate Paradise Killer please
- Replies: 11
- Views: 1192
Re: Help me find how to translate Paradise Killer please
if I ever need a bit of help , can I count you ? Sure ;) Do I have to rebuild the locres file with UnrealLocres tool and then rebuild the pak with UnrealPak ? Yes, that's the easiest way to do this. There are also some other methods for modding UE games (like using ModManager etc.) Everything is de...