Parasite Eve 2 (PS1) tools.
Here's current solution. May not be perfect, but it allows to export all models.
1. Extract .CDF files with md_hyena's extractor. Most models are in stage0, and only very few (scenery stuff) in other stages.
2. Extracted files are missing information which is essential to auto-unpack models, so i made a workaround for this:
- drop .CDF onto Parasite2_cdf.exe
- run created .bat file in the folder with *.pe2pkg files - this will rename them
3. Drop renamed .PKG files onto Parasite2_pkg.exe or batch process them. This will extract all models as .MDL files.
4. You can convert .MDL files with my new tool (Parasite2_model.exe) or md_hyena's blender plugin. If you use md_hyena's plugin, some of them will be incomplete or have missing UVs. My tool will extract them all, and with all UVs.
5. Textures could be converted manually by combining images with palettes. There was some tool that could do that. In this game its easy, because images are 256-colored and each is using (hopefully) only one palette. You can find each model's textures inside the same set of packages. If you check "debug" file created by md_hyena's extractor you can notice all files are organized in sets, which is marked by "FF" byte of last package in each set. In other words, textures for a model package 1005 will be in image 1004 and clut 1003. Some extracted image packs are missing 1 or 2 bytes in the middle, which is probably a bug in extractor, but i'm not sure. Can be manually fixed with hex editor.
note: models have UVs in space of 256x256. Each texture is usually 128x256, so you have to fill it to the right up to 256x256. I don't recommend modifying UVs, because they are very precisely fit to pixels on a texture.
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Parasite Eve 2 (PS1)
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- MEGAVETERAN
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Parasite Eve 2 (PS1)
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Last edited by daemon1 on Sun Jan 10, 2021 9:58 pm, edited 5 times in total.
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- MEGAVETERAN
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- MEGAVETERAN
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Re: Parasite Eve 2 (PS1)
Tool is not expecting PKG name with a path. This can be fixed, but i dont have time for it now.
Go to folder with PKG files and run again without path name.
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- ultra-n00b
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Re: Parasite Eve 2 (PS1)
It worked thanks, now for the textures i could open raw files, contains images and lookup table but I don't really understand to make them like this
again thank you for your tools and information
- Casedey
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Re: Parasite Eve 2 (PS1)
I have managed to get textures working with palettes, but so far only one half is showing right.
Edit: I managed to make the other half work by editing the offset of the palette.
Edit: I managed to make the other half work by editing the offset of the palette.
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- ultra-n00b
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Re: Parasite Eve 2 (PS1)
Hi,
thanks for the tools.
I have an issue.
I draged my STAGE0.cdf file to Parasite2_cdf.exe, the program run but nothing else is created or whatever.
Can someone help me please ?
thanks for the tools.
I have an issue.
I draged my STAGE0.cdf file to Parasite2_cdf.exe, the program run but nothing else is created or whatever.
Can someone help me please ?
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- ultra-n00b
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Re: Parasite Eve 2 (PS1)
Sorry for the up...
I still have the same use, anyone can help ?
I'm using the first attachment viewtopic.php?f=35&t=13727&p=114438#p114438 to extract the CDF file.
The other one looks like have a trojan.
Thanks.
I still have the same use, anyone can help ?
I'm using the first attachment viewtopic.php?f=35&t=13727&p=114438#p114438 to extract the CDF file.
The other one looks like have a trojan.
Thanks.
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- mega-veteran
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Re: Parasite Eve 2 (PS1)
That tool you linked appears to be the correct one. If not..
I used this tool here
https://drive.google.com/file/d/1M28Ar9 ... sp=sharing
Found on this post
https://gamefaqs.gamespot.com/boards/19 ... i/78796061
I used this tool here
https://drive.google.com/file/d/1M28Ar9 ... sp=sharing
Found on this post
https://gamefaqs.gamespot.com/boards/19 ... i/78796061
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- ultra-n00b
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Re: Parasite Eve 2 (PS1)
Thanks for the help.
Here what i do :
I tried this too : thats the same if i put the STAGE0.cdf and the Parasite2_cdf.exe on the STAGE0 folder.
Here what i do :
I tried this too : thats the same if i put the STAGE0.cdf and the Parasite2_cdf.exe on the STAGE0 folder.
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- ultra-n00b
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Re: Parasite Eve 2 (PS1)
Okay i guess I got it.
About the Parasite2_cdf.exe part, i just rename all the file to .pkg
After that, it work perfectly.
About the Parasite2_cdf.exe part, i just rename all the file to .pkg
After that, it work perfectly.
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- ultra-n00b
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Re: Parasite Eve 2 (PS1)
Here's a list of all models (not including interface stencils). Notice I'm not using proper game jargon, feel free to take a better crack at it.
That I can tell there are no unused enemies in the game (except maybe the wolves? I don't remember. And what about that enemy with big feet?). Models are reused as often as enemies and characters are... each stage seems to have a distinct model set.
This Python script runs the necessary commands on the model files after they have been renamed to *.pkg. Make sure the script is run from the same folder as the files.
Code: Select all
0002 big gun
128 aya hands
131 aya
135 long handgun
139 rapid handgun
143 lasergun
147 long handgun
151 big handgun
154 small gun
164 big handgun
170 big gun
173 tommy gun
176 em rifle
179 cannon
182 shotgun
186 rifle
190 shotgun
197 night stick
201 rifle
205 rifle
209 launcher
212 gunblade
219 rifle
223 bayonette
226 rifle
230 rifle
234 rifle
238 smg
242 smg
246 smg
249 aya
255 body parts
1190 interface?
1196 interface?
1199 interface?
1205 interface?
1208 interface?
1211 interface?
1229 interface?
1232 interface?
1317 tall monster
1321 real big ?
1329 wolf
1336 fatty
1342 baby
1350 mosquito baby
1354 big bird
1358 stranger
1362 golem
1370 machine
1374 golem
1382 horn
1386 scorpion
1390 leech
1394 bat
1398 stingray
1402 baby
1409 stranger
1419 fuselage ?
1423 fatty
1427 tall monster
1431 trash boss
1435 trash boss
1439 golem
1451 golem
1459 fuselage ?
1484 mask man
1488 stranger
1495 mask man
1499 stranger
1502 injured black cop
1505 ponytail dude
1510 cowboy
1513 dude
1516 man
1519 eve
1526 baby
1536 cowboy
1539 man
1544 cowboy/dog
1554 spear
1562 office man
1566 ponytail man
1570 tube
1573 eve
1576 soldier
1578 ponytail man
1580 man
1585_0 smg
1585_1 soldier
1589 tall monster
1593 monster
1597 wolf
1604 fatty
1608 baby
1616 mosquito baby
1620 big bird
1632 golem
1636 machine
1640 golem
1644 protruding fin
1648 scorpion
1652 leech
1655 office girl
1659 bat
1663 stingray
1667 baby
1678 fuselage ?
1682 ?
1684 eve
1688 leech
1692 golem
1696 golem
1700 station boss
1704 fuselage ?
1708 greater stranger parts
1711 stranger
1714 black male officer
1717 male police captain
1720_0 office female
1720_1 clipboard
1723 ponytail male
1727 baby
1731_1 gun
1731_1 wounded black male
1735 office female
1747_0 flyer
1747_1 wolf
1754 fatty
1758 baby
1766 mosquito baby
1770 big monster
1778 stranger
1782 golem
1798 scorpion
1802 leech
1803 ?
1815 crawler
1851 cops
1860 man
1870 soldier
1873 stranger
1876 runner
1879 stranger girl/morph target
1882 runner
1887 cowboy/dog
1889 stranger parts
1893 stranger parts
1896 stranger parts
1899 eve (helmet)
1904 eve (helmet)
1907 horned stranger
1910_1 eve
1914 runner
1918 ?
1921 aquatic enemy
1927 greater stranger
1931 horned stranger
1935 tall stranger
1938 golem
1948 old runner
1960 misc/items
1961 final boss
1967 golem
1972 ?
1976 runner
1981 dude no top
1985 runner
1988 ponytail dude
1994_13 slug
2000 dude
2004 eve
2007 golem
2010 dude
2018 chamber
2023 golem
2028 hull
2033 golem
2038 eve
2047 eve
2116 dude
2122 dude
2128 dude
2134 dude
2139 dude
This Python script runs the necessary commands on the model files after they have been renamed to *.pkg. Make sure the script is run from the same folder as the files.
Code: Select all
# Parasite Eve 2 model conversion script
from pathlib import Path
import shutil
import os
count = 0
files = Path().glob('*.pkg') # see: https://docs.python.org/3.10/library/glob.html
for file in files:
count = count + 1
print("extracting " + str(file))
os.system("parasite2_pkg " + str(file))
print(str(count) + " files extracted")
count = 0
files = Path().glob('*.mdl') # see: https://docs.python.org/3.10/library/glob.html
for file in files:
count = count + 1
print("converting " + str(file))
os.system("parasite2_model " + str(file))
print(str(count) + " models converted")
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- ultra-n00b
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Re: Parasite Eve 2 (PS1)
So some things are odd: the CLUT sizes for the 256 color textures are 1024 bytes or larger, rather than 512 as would be expected. On further inspection, the CLUT and image data don't have proper headers (like you'd see in TIM sections). All the CLUT and texture data used by a model group (character) seem to run into each other.
Which in practical terms, is a problem, because textures can be various sizes and bit depths.
Also recommend to use md_hyena's tool to extract (because you get more data) and daemon's tools to convert the data after extraction.
Which in practical terms, is a problem, because textures can be various sizes and bit depths.
Also recommend to use md_hyena's tool to extract (because you get more data) and daemon's tools to convert the data after extraction.