New version will be published soon:
- animation names
- support for animations of human interacting with a robot (riding, attacks)
- scout support
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Horizon Zero Dawn
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Re: Horizon Zero Dawn
Thanks a lot for the effort in making these tools. Is anyone planning to port the models from this game? A while back there was a couple of models available in deviantArt in the xnalara section but haven't see any new ones for a while. Anyone willing to port as this game has got some amazing models?
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Re: Horizon Zero Dawn
That depends, a retail Sony PKG is impossible with out its key, a fake PKG on the other hand is different, so pick that one, plenty info on Google how to achieve it in both obtaining a fake PS4 PKG of the game and how to unpack it.Nguyen Thanh Tùng wrote: ↑Tue Apr 23, 2019 1:00 am Hi, is there anyone know that how to extract PS4 pkg file for this game?
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Re: Horizon Zero Dawn
You can ask for a link, I have no experience with ps4, Can you give me the download link?mono24 wrote: ↑Tue Apr 23, 2019 7:52 amThat depends, a retail Sony PKG is impossible with out its key, a fake PKG on the other hand is different, so pick that one, plenty info on Google how to achieve it in both obtaining a fake PS4 PKG of the game and how to unpack it.Nguyen Thanh Tùng wrote: ↑Tue Apr 23, 2019 1:00 am Hi, is there anyone know that how to extract PS4 pkg file for this game?
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Last edited by Nguyen Thanh Tùng on Tue Apr 23, 2019 6:30 pm, edited 1 time in total.
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Re: Horizon Zero Dawn
New tool version with improved animations support.
There are some important changes, so i decided to post this new version separately. After testing some robots, we found that most robot animation packages include about a half robot anims, and the other half is animations of a human interacting with that robot (riding, attacks etc). These required special treatment. The process remains the same, except extracting animation manager (step 3 in previous post).
When extracting animation manager, tool will now make 2 text files:
1. _anims_by_name.txt - this is list of all animation system elements with original names. They include parameters, groups, switches, all kind of data used in animation engine. Some of them will have links to actual animations, sometimes several. This is an example:
2. _anims_by_id.txt - reference list of all animation files with names used in previous list. If you sort that list, you can see where each file is used. Or use it to make batch-rename of the files to the names you want.
Tool will also create a number of "bone_setup" files which are needed to correctly convert animations to SMD. Some animations will work without them (like it was before), but many will require them to be in the same folder.
Animation files will be named with internal numbers instead of hashes. Each file will have sequential number (used in text lists described above) and bone setup number. For example in horse animation package there will be 180 animations ending with "5" which are horse animations, and 130 ones ending with "8" which are animations of aloy riding the horse. You can use this to sort the files so you can convert using correct skeleton.
There are some important changes, so i decided to post this new version separately. After testing some robots, we found that most robot animation packages include about a half robot anims, and the other half is animations of a human interacting with that robot (riding, attacks etc). These required special treatment. The process remains the same, except extracting animation manager (step 3 in previous post).
When extracting animation manager, tool will now make 2 text files:
1. _anims_by_name.txt - this is list of all animation system elements with original names. They include parameters, groups, switches, all kind of data used in animation engine. Some of them will have links to actual animations, sometimes several. This is an example:
2. _anims_by_id.txt - reference list of all animation files with names used in previous list. If you sort that list, you can see where each file is used. Or use it to make batch-rename of the files to the names you want.
Tool will also create a number of "bone_setup" files which are needed to correctly convert animations to SMD. Some animations will work without them (like it was before), but many will require them to be in the same folder.
Animation files will be named with internal numbers instead of hashes. Each file will have sequential number (used in text lists described above) and bone setup number. For example in horse animation package there will be 180 animations ending with "5" which are horse animations, and 130 ones ending with "8" which are animations of aloy riding the horse. You can use this to sort the files so you can convert using correct skeleton.
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Re: Horizon Zero Dawn
how to extract it ??daemon1 wrote: ↑Tue Apr 23, 2019 5:15 pm New tool version with improved animations support.
There are some important changes, so i decided to post this new version separately. After testing some robots, we found that most robot animation packages include about a half robot anims, and the other half is animations of a human interacting with that robot (riding, attacks etc). These required special treatment. The process remains the same, except extracting animation manager (step 3 in previous post).
When extracting animation manager, tool will now make 2 text files:
1. _anims_by_name.txt - this is list of all animation system elements with original names. They include parameters, groups, switches, all kind of data used in animation engine. Some of them will have links to actual animations, sometimes several. This is an example:
2. _anims_by_id.txt - reference list of all animation files with names used in previous list. If you sort that list, you can see where each file is used. Or use it to make batch-rename of the files to the names you want.
Tool will also create a number of "bone_setup" files which are needed to correctly convert animations to SMD. Some animations will work without them (like it was before), but many will require them to be in the same folder.
Animation files will be named with internal numbers instead of hashes. Each file will have sequential number (used in text lists described above) and bone setup number. For example in horse animation package there will be 180 animations ending with "5" which are horse animations, and 130 ones ending with "8" which are animations of aloy riding the horse. You can use this to sort the files so you can convert using correct skeleton.
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Re: Horizon Zero Dawn
First post has all information you need, links are NOT allowed to be posted, simply google how to get a fake PKG of the game and how to extract it, then extract the PKG, you cant just expect everything to be handed out to you, do some search.
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Re: Horizon Zero Dawn
Hi!
Does anyone know how to access the voice files?
I can't seem to find them after extracting everything with the tool. I think only sound effects like robot sounds and footsteps are extracted.
Thanks!
Does anyone know how to access the voice files?
I can't seem to find them after extracting everything with the tool. I think only sound effects like robot sounds and footsteps are extracted.
Thanks!
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Re: Horizon Zero Dawn
Besides what you already have, nothing else is supported by the extraction tool.
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Re: Horizon Zero Dawn
Voice files are extracted.GuillermoGatoto wrote: ↑Wed Apr 24, 2019 3:56 am Hi!
Does anyone know how to access the voice files?
I can't seem to find them after extracting everything with the tool. I think only sound effects like robot sounds and footsteps are extracted.
Thanks!
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Re: Horizon Zero Dawn
Awesome job as always. Will see how i can work with this.daemon1 wrote: ↑Sat Apr 20, 2019 8:23 pm - most ingame animations are morpheme, and can be extracted with this tool
- some ingame animations and all cutscenes are in decima engine anim format, and can't be converted
- some animations are additive, they cannot be extracted properly
- the only non-supported robot is scout (watcher), will be fixed soon
I also noticed that this uses morpheme (which QB uses). So it safe to say that this code can be adopted to handle quantum break for example?
But again, this is good, i will see how i can leverage this.
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Re: Horizon Zero Dawn
No. I already checked QB and its using different type or morpheme compression, which was never seen in horizon
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Re: Horizon Zero Dawn
How to recover from this error?Blorbster wrote: ↑Sat Mar 31, 2018 5:45 pmI don't actually have a patch.bin in my dump. The full contents of packed_pink are as listed:daemon1 wrote:sorry forgot to say, remove PATCH.BIN, its not yet supportedBlorbster wrote:I'm getting a consistent crash when trying to extract the resource list:If it helps, this is using CUSA01021, the European release.Code: Select all
Unhandled Exception: System.ArgumentException: An item with the same key has already been added. at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource) at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add) at System.Collections.Generic.Dictionary`2.Add(TKey key, TValue value) at ?????????????????????????????????????????.?????????????????????????????????????????(String[] )
And outside of that directory the only .bin file is eboot.bin.Code: Select all
initial.bin initial_english.bin initial_french.bin initial_german.bin initial_italian.bin remainder.bin remainder_english.bin remainder_french.bin remainder_german.bin remainder_italian.bin
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