Hey guys, hoping someone can take a look at this file format for me... I'm certain I've managed to find where the models themselves are, but I'm at a loss as to what sort of compression method's been used here. Anyone care to take a look? Snake-Eyes sample attached (I'm pretty sure):
SAMPLE
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GI JOE: Rise of Cobra PS3 file compression?
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Re: GI JOE: Rise of Cobra PS3 file compression?
Just giving this a bump -- hopefully someone might be able to help! Luxox managed to get the model and textures out pretty quickly this afternoon, but doesn't know enough about bones/rigging to know what else is in there... any chance anyone else can take a look? Here's how one of the Scarlett's came up!
Here is a link to her files...
And one other possibly related file I'm unsure of... something with the extension ".gbr_9_be".
Here is a link to her files...
And one other possibly related file I'm unsure of... something with the extension ".gbr_9_be".
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Re: GI JOE: Rise of Cobra PS3 file compression?
Both the provided files in the main post aren't compressed, SNAKEEYESCMDO.LVL_740 looks like a 3D model file.
Topic has been moved and your newer one is locked.
Cheers.
Topic has been moved and your newer one is locked.
Cheers.
Click the thanks button if I helped!
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Re: GI JOE: Rise of Cobra PS3 file compression?
Sorry about that! Surely it'd be some form of compression though, considering the textures and model were all contained in significantly smaller files than what Luxox sent me...
Anyway, if anyone could take a look and see whether or not there's a way to look at these in NOESIS, I (and I know a few other people) would be tremendously appreciative of it!
Anyway, if anyone could take a look and see whether or not there's a way to look at these in NOESIS, I (and I know a few other people) would be tremendously appreciative of it!
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Re: GI JOE: Rise of Cobra PS3 file compression?
Someone please help figure this out! I would love to have Snake Eyes myself.
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Re: GI JOE: Rise of Cobra PS3 file compression?
SCARLETTCLASSIC.LVL_740 is definate Archive!
you see a list of files on 1640.
eg:
ShinySX3TextureStreamEntryTables
\joe\textures\actors\characters\common\nanite_mask.tfo
\joe\materials\actors\weapons\w_scarlet_crossbow\scarlett_weapon02.lmt
tfo is dds file no header
I think lmt is model
But I am a beginner
that what I found now.
you see a list of files on 1640.
eg:
ShinySX3TextureStreamEntryTables
\joe\textures\actors\characters\common\nanite_mask.tfo
\joe\materials\actors\weapons\w_scarlet_crossbow\scarlett_weapon02.lmt
tfo is dds file no header
I think lmt is model
But I am a beginner
that what I found now.
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Re: GI JOE: Rise of Cobra PS3 file compression?
Yes *.LVL_740 is uncompressed archives (like Gh0stBlade said) with several file types
where you can hand pick the data but it would be better to make a bms script to split
it into the separate files to get many of these files quickly from the game's assets.
the main table starts at 0x80 and it looks like there might be more tables with each of those.
the tfo sections have texture data with brief headers but there is also dxt info for each
texture stored in another place in the archive.
here is a generic tfo texture splitter bms script and a Noesis python script to open those split textures after you use the bms script just copy out the tfo files from each folder created
and put them in just one folder and use Noesis to open them
where you can hand pick the data but it would be better to make a bms script to split
it into the separate files to get many of these files quickly from the game's assets.
the main table starts at 0x80 and it looks like there might be more tables with each of those.
the tfo sections have texture data with brief headers but there is also dxt info for each
texture stored in another place in the archive.
here is a generic tfo texture splitter bms script and a Noesis python script to open those split textures after you use the bms script just copy out the tfo files from each folder created
and put them in just one folder and use Noesis to open them
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Re: GI JOE: Rise of Cobra PS3 file compression?
With the help from my friend, I can extract the files correct.
here the model form ActorModel_scarletclassic__{C6397402-E1EA-457B-93E8-E5B8A09F52A7}
but I cannot make it right?
no uv, not float value?
here the model form ActorModel_scarletclassic__{C6397402-E1EA-457B-93E8-E5B8A09F52A7}
but I cannot make it right?
no uv, not float value?
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Re: GI JOE: Rise of Cobra PS3 file compression?
uvs are not in the FVF block - search for the first 000000FF after the vertex block; behind it the uv block starts:
(other model of Scarlett): btw: your friend is world famous Fatduck?
(other model of Scarlett): btw: your friend is world famous Fatduck?
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: GI JOE: Rise of Cobra PS3 file compression?
shakotay2, help please.
I load ActorModel_scarletclassic__{C6397402-E1EA-457B-93E8-E5B8A09F52A7}
the verts look correct, but face not!
I search for vert block start 7a04c and end to first 000000ff uv block, 5994 verts
face from 6e040 - 7a04c , press go1 button get 3457 vert only?
I load ActorModel_scarletclassic__{C6397402-E1EA-457B-93E8-E5B8A09F52A7}
the verts look correct, but face not!
I search for vert block start 7a04c and end to first 000000ff uv block, 5994 verts
face from 6e040 - 7a04c , press go1 button get 3457 vert only?
- shakotay2
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Re: GI JOE: Rise of Cobra PS3 file compression?
I don't have that model but it looks like this formats uses relative face indices (FIs) for its submeshes (SMs).
So you'll have to find out where the face indices for the next SM start (0x68BF4, other model!).
Then you need to calculate the vertices start address for the next submesh: There's a support for relative FIs in Ride, but it's not for floats.
hex2obj is a helper tool for simple models or for quickly getting the first SM of more complex ones.
If you need more then you're suggested to solve it programmatically (maxscript, Noesis or plain C).
Using plain C (in CodeBlocks/MinGW for example) is the most simple approach imho but my Make_H2O project
is not very popular. (Maybe I'll "evolve" it to a Make_obj project some day but for many people coding in "C"
seems to be a big hurdle.)
So you'll have to find out where the face indices for the next SM start (0x68BF4, other model!).
Then you need to calculate the vertices start address for the next submesh: There's a support for relative FIs in Ride, but it's not for floats.
hex2obj is a helper tool for simple models or for quickly getting the first SM of more complex ones.
If you need more then you're suggested to solve it programmatically (maxscript, Noesis or plain C).
Using plain C (in CodeBlocks/MinGW for example) is the most simple approach imho but my Make_H2O project
is not very popular. (Maybe I'll "evolve" it to a Make_obj project some day but for many people coding in "C"
seems to be a big hurdle.)
You do not have the required permissions to view the files attached to this post.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"