Sir Kane wrote:Oh wait, it's like that because the script doesn't handle the compression.
Might post something that does tomorrow.
Thanks for clarifying, would love to see something soon.
Sir Kane wrote:Oh wait, it's like that because the script doesn't handle the compression.
Might post something that does tomorrow.
Code: Select all
#Dead Rising 3 BIG files
Get U1 Long 0 ;
Get HeaderSize Long 0 ;
Get ArchiveSize Long 0 ;
Get FNum Long 0 ;
Get ITableOffset Long 0 ;
Get ITableEnd Long 0 ;
For T = 1 To FNum ;
Get NameOffset Long 0;
Get U2 Long 0 ;
Get PackSize Long 0 ;
Get UnpackSize Long 0 ;
Get Offset Long 0 ;
Get PadSize Long 0 ;
Get Compressed Long 0 ;
SavePos POS 0 ;
GoTo NameOffset 0 ;
Get Name String 0 ;
Log Name Offset PackSize 0 0 ;
GoTo POS 0 ;
Next T ;
Anyone found font file image? Thanks!LinkOFF wrote:There: data\ui\dr3main\dr3main_en.cvsdesperado wrote:Do you know where is texts ?
Code: Select all
# Dead Rising 3
# texture to DDS converter
# by MerlinSVK Dec 2014
# version 1.0
# note: I hadn't enough textures so I don't know if there are any DXT3, DXT5, ... formats
# script for QuickBMS http://aluigi.org/papers.htm#quickbms
get SIZE asize
get NAME basename
string H_NAME = NAME
string M_NAME = NAME
string H_NAME += ".head"
string NAME += ".dds"
goto 0x4
get WIDTH short
get HEIGHT short
get FORMAT byte
goto 0x10
get MIP_LIST long
goto MIP_LIST
get DATA_OFF long
xmath MIP_COUNT "(DATA_OFF - 0x1C) / 0x10"
xmath DATA_SIZE "SIZE - DATA_OFF"
if FORMAT == "0x00" # RGBA8
set MEMORY_FILE binary "\x44\x44\x53\x20\x7C\x00\x00\x00\x0F\x10\x00\x00\x41\x41\x41\x41\x42\x42\x42\x42\x43\x43\x43\x43\x43\x00\x00\x00\x01\x00\x00\x00\x4D\x45\x52\x4C\x49\x4E\x3A\x29\x01\x00\x03\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x20\x00\x00\x00\x41\x00\x00\x00\x00\x00\x00\x00\x20\x00\x00\x00\x00\x00\xFF\x00\x00\xFF\x00\x00\xFF\x00\x00\x00\x00\x00\x00\xFF\x00\x10\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00"
elif FORMAT == "0x08" # DXT1
set MEMORY_FILE binary "\x44\x44\x53\x20\x7C\x00\x00\x00\x07\x10\x08\x00\xAA\xAA\xAA\xAA\xBB\xBB\xBB\xBB\xCC\xCC\xCC\xCC\x00\x00\x00\x00\x01\x00\x00\x00\x4D\x45\x52\x4C\x49\x4E\x3A\x29\x01\x00\x03\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x20\x00\x00\x00\x04\x00\x00\x00\x44\x58\x54\x31\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x10\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00"
elif FORMAT = "0x26" # ATI2 - normal map
set MEMORY_FILE binary "\x44\x44\x53\x20\x7C\x00\x00\x00\x07\x10\x0A\x00\xAA\xAA\xAA\xAA\xBB\xBB\xBB\xBB\xCC\xCC\xCC\xCC\x00\x00\x00\x00\xDD\xDD\xDD\xDD\x4D\x45\x52\x4C\x49\x4E\x3A\x29\x01\x00\x03\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x20\x00\x00\x00\x04\x00\x00\x00\x41\x54\x49\x32\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x08\x10\x40\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00"
endif
putVarChr MEMORY_FILE 0XC HEIGHT long
putVarChr MEMORY_FILE 0x10 WIDTH long
putVarChr MEMORY_FILE 0x14 DATA_SIZE long
putVarChr MEMORY_FILE 0X1C MIP_COUNT long
append
log MEMORY_FILE DATA_OFF DATA_SIZE
append
get DDS_SIZE asize MEMORY_FILE
log H_NAME 0 DATA_OFF # save header
log NAME 0 DDS_SIZE MEMORY_FILE # save DDS texture
Code: Select all
# Dead Rising 3
# DDS to texture converter
# by MerlinSVK Dec 2014
# version 1.0
# note: If you edit a texture, save it with the exact number of mipmaps as original texture has.
# This script will not recalculate the mipmap offsets in header section. KTHXBYE
# script for QuickBMS http://aluigi.org/papers.htm#quickbms
open FDDE dds 0
open FDDE head 1
get NAME basename
string NAME += ".new"
get D_SIZE asize 0
get H_SIZE asize 1
math D_SIZE -= 0x80 # subtract the DDS header
log MEMORY_FILE 0 H_SIZE 1 # copy header file into memory_file
append
log MEMORY_FILE 0x80 D_SIZE 0 # append whole texture data
append
get TEX_SIZE asize MEMORY_FILE
log NAME 0 TEX_SIZE MEMORY_FILE
Hi Szkaradek123, thank you for your great work, this script run the NPC character format is perfect, we very much look forward to the script will continue to support the vehicle model and the model of zombiesSzkaradek123 wrote:Hi
At one time i wrote python script for importing characters from Dead Rising 3.
It is not finished, but it can to use.
It requires Blender 249 and Python 26.
Steps:
1.unpack importer
2.run Blender249.blend
3.in Blender Text Window press alt+p and select big file
It supports:
- autotexturing
- weighting
- skeleton
Just curios if anyone found y way to extract the main character models in the "clothing" directory correctly...Szkaradek123 wrote:Hi
At one time i wrote python script for importing characters from Dead Rising 3.
It is not finished, but it can to use.
It requires Blender 249 and Python 26.
Steps:
1.unpack importer
2.run Blender249.blend
3.in Blender Text Window press alt+p and select big file
It supports:
- autotexturing
- weighting
- skeleton
Hi, you don't just have to unpack it, you also have to repack it... https://www.youtube.com/watch?v=5HI4HDyvGqM