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Rip or open files of Burnout Revenge (Xbox 360) and how?

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Fiammanera628
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Rip or open files of Burnout Revenge (Xbox 360) and how?

Post by Fiammanera628 »

Hi all,

I'm here this time with a big question: Rip or open Burnout Revenge (Xbox 360) files?

Because I had tried in all methods to rip 3d models of the game with ninjaripper on Xenia emulator... nothing works, and i have a idea of why it doesn't: it perhaps that latest Xenia build uses only DX12? If is ir, I don't wonder why NR dosen't works. Is perhaps another Xbox 360 emulator that NR actually works?

SO

I'm thinking to open the games vehicle files: .BGV, tha'ts the same used on Burnout 3 and Dominator (i I remember)... but I don't found a good tutorial here... So someone can explain me how to open theese 3d files, if possible on details?

p.s. I saw someone on Sketchfab does it, but idk if he opens the files or ripped from the game. If is the second one, how he does it? :?:
p.p.s. here the file: https://www.dropbox.com/s/d77mk5hdlj8i0 ... A.zip?dl=0
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Re: Rip or open files of Burnout Revenge (Xbox 360) and how?

Post by shakotay2 »

use offzip (see forum threads how to use it), then hex2obj (view link in my sig)
.
car1A_bgv.png
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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
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Re: Rip or open files of Burnout Revenge (Xbox 360) and how?

Post by Fiammanera628 »

shakotay2 wrote: Sat Jan 11, 2020 4:59 pm use offzip (see forum threads how to use it), then hex2obj (view link in my sig)
.
car1A_bgv.png
Ok, but what is Offzip? And what is it for? :oops:
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Re: Rip or open files of Burnout Revenge (Xbox 360) and how?

Post by shakotay2 »

It's for decomressing files wtih zipped data blocks contained.
https://www.aluigi.altervista.org/search.php?src=offzip
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: Rip or open files of Burnout Revenge (Xbox 360) and how?

Post by Fiammanera628 »

https://www.dropbox.com/s/a0ejo95ocazpv ... g.jpg?dl=0

But there isn't any zipped data blocks into the .BGV file... :?
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Re: Rip or open files of Burnout Revenge (Xbox 360) and how?

Post by shakotay2 »

There is. Use offzip -a -z -15 Car1A.bgv [folder2extract2]
.

Code: Select all

- open input file:    Car1A.bgv
- enter in directory: D:\bgv
- zip data to check:  32 bytes
- zip windowBits:     -15
- seek offset:        0x00000000  (0)

+------------+-----+----------------------------+----------------------+
| hex_offset | ... | zip -> unzip size / offset | spaces before | info |
+------------+-----+----------------------------+----------------------+
  0x00000002 ...................................................................
................................................................................
................................................................................

................................................................................
................................................................................
.... 3094442 -> 6232032 / 0x002f37ac _ 2


- 1 valid compressed streams found
- 0x002f37aa -> 0x005f17e0 bytes covering the 99% of the file
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?"
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Re: Rip or open files of Burnout Revenge (Xbox 360) and how?

Post by Fiammanera628 »

Ok, I get it.

And Offzip gave me this screen
https://www.dropbox.com/s/wmcysiiytz6xg ... d.jpg?dl=0
and it found these files:
https://www.dropbox.com/s/h3zoslp66yfps ... s.jpg?dl=0
Question: what should I do with these .dat, vbq, .666, ect. files? Are they the submeshes' hex codes? :eek:
Last edited by Fiammanera628 on Mon Jan 13, 2020 12:16 pm, edited 2 times in total.
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Re: Rip or open files of Burnout Revenge (Xbox 360) and how?

Post by shakotay2 »

Fiammanera628 wrote: Mon Jan 13, 2020 11:19 amQuestion: what should I do with these .dat, vbq, .666, ect. files? Are they the submeshes' hex codes? :eek:
I dunno.
Start loading 00000002.dat (unzipped from the Car1A.bgv) into hex2obj. Get the mesh (File/SaveAs mesh).
Then check other .dat files. That's how I'd do it.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: Rip or open files of Burnout Revenge (Xbox 360) and how?

Post by Fiammanera628 »

I haven't got a 00000002.dat :!:
the files stars with 0000cad0.dat :?

And... how I understand where are the mesh? (yes, I'm not very into hex... :roll: )

because

I tried to open the 0000cad0.dat file with Hex Editor Neo and give me this:

https://www.dropbox.com/s/wahmcon5vlz4s4s/1.jpg?dl=0

p.s. i attached the file here
https://www.dropbox.com/s/bc1tyw8bttzwi ... 0.dat?dl=0
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Re: Rip or open files of Burnout Revenge (Xbox 360) and how?

Post by shakotay2 »

Fiammanera628 wrote: Mon Jan 13, 2020 12:47 pm I haven't got a 00000002.dat :!:
the files stars with 0000cad0.dat :?

And... how I understand where are the mesh? (yes, I'm not very into hex... :roll: )

because

I tried to open the 0000cad0.dat file with Hex Editor Neo and give me this:
read the tutorial (tut button in hex2obj). Try to understand how to find the mesh in 00000002.dat (If you did we can talk again.)
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?"
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Re: Rip or open files of Burnout Revenge (Xbox 360) and how?

Post by Bigchillghost »

Fiammanera628 wrote: Mon Jan 13, 2020 11:19 am Question: what should I do with these .dat, vbq, .666, ect. files? Are they the submeshes' hex codes? :eek:
You should never use Offzip for final extraction proccess. The whole file is zlib-compressed so simply decompress all data into a single file.
Then you'll see those offsets in the header pointing to different blocks of the data:
PTRs.png
And each block has more relative offsets to other data.
You do not have the required permissions to view the files attached to this post.
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Re: Rip or open files of Burnout Revenge (Xbox 360) and how?

Post by Fiammanera628 »

shakotay2 wrote: Mon Jan 13, 2020 12:57 pm
Fiammanera628 wrote: Mon Jan 13, 2020 12:47 pm I haven't got a 00000002.dat :!:
the files stars with 0000cad0.dat :?

And... how I understand where are the mesh? (yes, I'm not very into hex... :roll: )

because

I tried to open the 0000cad0.dat file with Hex Editor Neo and give me this:
read the tutorial (tut button in hex2obj). Try to understand how to find the mesh in 00000002.dat (If you did we can talk again.)
I'm sorry, but I noticed now that I worked until now with the Xbox file instead of 360's one (despite I give to you the right file) ... I am stupid, sorry again :scaredy:
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Re: Rip or open files of Burnout Revenge (Xbox 360) and how?

Post by Fiammanera628 »

Bigchillghost wrote: Mon Jan 13, 2020 1:14 pm
Fiammanera628 wrote: Mon Jan 13, 2020 11:19 am Question: what should I do with these .dat, vbq, .666, ect. files? Are they the submeshes' hex codes? :eek:
You should never use Offzip for final extraction proccess. The whole file is zlib-compressed so simply decompress all data into a single file.
Then you'll see those offsets in the header pointing to different blocks of the data:
PTRs.png

And each block has more relative offsets to other data.
I want to say sorry also to you, for the same reason that I explain to shakotay2... I think I understand what you say, but exactly you mean that the first "string"(00002210), when I found the 00000030 on 00002210 address, is the start of meshes on the .bgv file? Or on the .dat file?
correct me if I'm wrong (I hope I understand something :mrgreen: )
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Re: Rip or open files of Burnout Revenge (Xbox 360) and how?

Post by Fiammanera628 »

Ok, I think I'm wrong... and my question is: when I find the end of the realtives offsets? When I find the "string" FF FF FF FF? Because the only thing I understand is that I can find the 00002210 as address and I find the 00000030...
I tried to address also the 00000030 and it reminds me to 3f7073eb... and then? I mean, I can't put 3f7073eb as address... what should I do?

I tried also to enter the 00002210 address into the Car1A.bgv (right this time :lol: ) and it give me this "string": FD9CF401... and is in the middle of the scrambled alphabet...
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Re: Rip or open files of Burnout Revenge (Xbox 360) and how?

Post by Bigchillghost »

Fiammanera628 wrote: Tue Jan 14, 2020 11:31 am and my question is: when I find the end of the realtives offsets? When I find the "string" FF FF FF FF?
You were talking about "how" instead of "when" I suppose? And what's this "FF FF FF FF" "string"?
Fiammanera628 wrote: Tue Jan 14, 2020 11:31 am Because the only thing I understand is that I can find the 00002210 as address and I find the 00000030...
I tried to address also the 00000030 and it reminds me to 3f7073eb... and then? I mean, I can't put 3f7073eb as address... what should I do?
You jump to 0x2210 + 0x30 = 0x2240 of course, that's why it's called a relative offset.
Fiammanera628 wrote: Tue Jan 14, 2020 11:31 am I tried also to enter the 00002210 address into the Car1A.bgv (right this time :lol: ) and it give me this "string": FD9CF401... and is in the middle of the scrambled alphabet...
I simply decompressed the whole Car1A.bgv and saved as the file "Car1A.bgvd" where the "d" indicates "decompressed". It's a total different file and has nothing to do with the original data in Car1A.bgv.
May you find peace in this puzzle-solving game. Say it with action: click the Image when you get helped.:)
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