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(PS3) Naughty Dog .pak Noesis Script

Post questions about game models here, or help out others!
tomatopasta
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Re: (PS3) Naughty Dog .pak Noesis Script

Post by tomatopasta »

not bad, where can I find the high quality models, I check the folder...
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pixeldamage
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Re: (PS3) Naughty Dog .pak Noesis Script

Post by pixeldamage »

It looks like only textures are currently available and work on a custom model extractor is needed.
chrrox
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Re: (PS3) Naughty Dog .pak Noesis Script

Post by chrrox »

the format is figured out but it is impossible to extract they used vertex and index compression that is not supported in anything.
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Re: (PS3) Naughty Dog .pak Noesis Script

Post by tomatopasta »

Yeah, they should compress the model so that no one can touch it easily, I believe the compression is the built in compressor for 3dsmax, but still need to take a look on the model first, the game itself is huge, may be the biggest PS3 games currently, so it should be somewhere the folder contain all the models.
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Re: (PS3) Naughty Dog .pak Noesis Script

Post by chrrox »

No its the edge sdk compression from ps3.
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John76
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Re: (PS3) Naughty Dog .pak Noesis Script

Post by John76 »

Please can anyone explain the pak file structure a bit :) ?
I read on some posts that in the beginning of pak file is some offset relocation table...

info3 = []
bs.seek(info2[1], NOESEEK_ABS)
for a in range(0, info2[2]):
info3.append(bs.read(">2I"))
#for a in range(0, info2[2]):
# print(("0x%0.10X" % info3[a][1]))


does info3 have anything with that offsets?

In chrrox script "VRAM_DESC" is for textures... maybe GEOMETRY_1 is for verts

how to find mesh...verts... faces...bones...

If anyone knows?

Cheers!!!
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