This game was just released on steam.
The main archive files are .package files and there are also associated files that appear to be bxml files.
Example file can be found here: http://www.sendspace.com/file/nxbglk
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
MX vs ATV Reflex - PC
Re: MX vs ATV Reflex - PC
I also play this game and it has just been released. What we really need is a way to extract files from each seperate package file and then possibly a way to re package them. If anybody with good expert knowledge of game archives could find a way to do this, hundreds of reflex players would be thankful and it would re-start the mx vs atv modding community. Thanks
Re: MX vs ATV Reflex - PC
The contents of this post was deleted because of possible forum rules violation.
Re: MX vs ATV Reflex - PC
Any progress on this one yet? I can upload some more files if they would help with figuring out how to open them.
-
- ultra-veteran
- Posts: 603
- Joined: Fri Nov 06, 2009 12:13 am
- Has thanked: 74 times
- Been thanked: 137 times
Re: MX vs ATV Reflex - PC
there is an already thread in the compression sectoin: viewtopic.php?f=21&t=5479
i've written a tool to convert bxml to xml: download/file.php?id=3676
i also posted the rough format spec in plaintext earlier inthe thread if anyones interested. i started writing a bms version, but i started having problems with it. the sourcecode is written in pascal.
i've written a tool to convert bxml to xml: download/file.php?id=3676
i also posted the rough format spec in plaintext earlier inthe thread if anyones interested. i started writing a bms version, but i started having problems with it. the sourcecode is written in pascal.
Useful tool links:
Re: MX vs ATV Reflex - PC
There are 2 main groups of files for this game. It appears that the xml/bxml files have to do with things such as physics, controls, etc which I would classify as the "engine" of the game. I am more interested in converting the database/package files which contain the graphics (bike and rider skins) as well as the tracks. I am not interested in changing the way the game plays, I am interested in adding content to the game.WRS wrote:i've written a tool to convert bxml to xml: download/file.php?id=3676
Maybe the editing of the database/package files somehow starts with the xml/bxml files, and if so, then I apologize for my oversight, but I do not see the link between the two.
-
- ultra-veteran
- Posts: 603
- Joined: Fri Nov 06, 2009 12:13 am
- Has thanked: 74 times
- Been thanked: 137 times
Re: MX vs ATV Reflex - PC
i just spent time on the bxml format in another thread, so i decided to link it with this request too.Scawn wrote:There are 2 main groups of files for this game. It appears that the xml/bxml files have to do with things such as physics, controls, etc which I would classify as the "engine" of the game. I am more interested in converting the database/package files which contain the graphics (bike and rider skins) as well as the tracks. I am not interested in changing the way the game plays, I am interested in adding content to the game.WRS wrote:i've written a tool to convert bxml to xml: download/file.php?id=3676
Maybe the editing of the database/package files somehow starts with the xml/bxml files, and if so, then I apologize for my oversight, but I do not see the link between the two.
your in the wrong forum if you want to demand things
Useful tool links:
Re: MX vs ATV Reflex - PC
Sorry about that. I thought this thread was asking for assistance in opening the .package files within Reflex. Are you suggesting that I post in the Graphic File Formats section? I thought that was more appropriate when I first came here but found this thread already asking about opening the .packages files and did not want to duplicate a request.WRS wrote:i just spent time on the bxml format in another thread, so i decided to link it with this request too.
your in the wrong forum if you want to demand things
-
- ultra-veteran
- Posts: 603
- Joined: Fri Nov 06, 2009 12:13 am
- Has thanked: 74 times
- Been thanked: 137 times
Re: MX vs ATV Reflex - PC
the bxml format that you are pushing away is quite important.
the DATABASE, SCENE and LEVEL files all use the BXML format. my tool does break when you run it, but only because unsigned integers were not inthe samples i had before.
once they're implemented, the SX_Kingston.dx9.database xml is basically the filelist of the PACKAGE file, with pointers and sizes needed to extract the PACKAGE file, hence solving the problem.
so add the unsigned integer (valuetype 4) to the code i released so it can read uints from the pool and then you can read stuff like this:
there are also bxmls INSIDE the PACKAGE, so you'll need it there too!
edit removed stuff. also, although i can identify files, i can't seem to decompress them with the LZX algo which it mentions.
edit2
that scene file had a container to it:
this has shown how incomplete by bxml converter is!
at least now i have.. 157.. more.. bxml.. examples ....
the DATABASE, SCENE and LEVEL files all use the BXML format. my tool does break when you run it, but only because unsigned integers were not inthe samples i had before.
once they're implemented, the SX_Kingston.dx9.database xml is basically the filelist of the PACKAGE file, with pointers and sizes needed to extract the PACKAGE file, hence solving the problem.
so add the unsigned integer (valuetype 4) to the code i released so it can read uints from the pool and then you can read stuff like this:
Code: Select all
<Heap offset="0" size="9034"/>
<Block offset="0" size="0"/>
<Compress enabled="_bool:true" codec="LZX"/>
</Asset>
<Asset type="anim" name="FlagPerson_Anim">
<Heap offset="9034" size="72042"/>
<Block offset="0" size="0"/>
<Compress enabled="_bool:true" codec="LZX"/>
</Asset>
<Asset type="anim" name="ScoreTowerPerson_Idle01">
<Heap offset="81076" size="16406"/>
<Block offset="0" size="0"/>
<Compress enabled="_bool:true" codec="LZX"/>
</Asset>
edit removed stuff. also, although i can identify files, i can't seem to decompress them with the LZX algo which it mentions.
edit2
that scene file had a container to it:
Code: Select all
# scene file
# quickbms script for mva .dx9.scene files
get SIG long
get FILES long
for f = 1 to FILES
getdstring NAME 256
get ZERO long
get PNTR long
savepos POS
goto PNTR
get BXMLS long
get UNKNOWN long
for b = 1 to BXMLS
savepos BXMLPOS
getdstring BXMLHEADER 32
get BXMLSIZE long
math BXMLSIZE += 36 # 32 + 4
string FNAME = NAME
string FNAME += "/"
string FNAME += b
string FNAME += ".bxml"
log FNAME BXMLPOS BXMLSIZE
math BXMLPOS += BXMLSIZE
goto BXMLPOS
next b
goto POS
next f
at least now i have.. 157.. more.. bxml.. examples ....
Useful tool links:
Re: MX vs ATV Reflex - PC
I have a question that I'm not sure has been answered here yet.
I want to change the physics of the bikes in Reflex for the PC. I was the guy that created the Caffeine mods for Unleashed, and all the other guys ripped me off by changing two or three values in my work and renaming it as if they created something new and wonderful (Turbine, Speed, Tea2Sugars, etc.), but I digress...
In Unleashed there were only .pak files to open and modify the contents and re-pak them.
Reflex looks to be a bit more complicated. Do I need to open files other than the .package files? I'm not sure how to approach this and I'm sorry if this is a silly question that's already been resolved.
Thanks for any help you can provide.
I want to change the physics of the bikes in Reflex for the PC. I was the guy that created the Caffeine mods for Unleashed, and all the other guys ripped me off by changing two or three values in my work and renaming it as if they created something new and wonderful (Turbine, Speed, Tea2Sugars, etc.), but I digress...
In Unleashed there were only .pak files to open and modify the contents and re-pak them.
Reflex looks to be a bit more complicated. Do I need to open files other than the .package files? I'm not sure how to approach this and I'm sorry if this is a silly question that's already been resolved.
Thanks for any help you can provide.
Bill
Re: MX vs ATV Reflex - PC
Has any further progress been made so that the MvA Reflex files can be edited and repacked to work in the game via MultiEX?
I would really like to make another physics mod for the MvA series (I made Caffeine I, II, & III for Unleashed), but I am clueless when it comes to cracking the file formats.
I would really like to make another physics mod for the MvA series (I made Caffeine I, II, & III for Unleashed), but I am clueless when it comes to cracking the file formats.
Bill
-
- ultra-n00b
- Posts: 3
- Joined: Thu Jan 12, 2012 8:28 am
Re: MX vs ATV Reflex - PC
"I would really like to make another physics mod for the MvA series (I made Caffeine I, II, & III for Unleashed), but I am clueless when it comes to cracking the file formats. "
Hi Bill..check www.twisteddirt.com website for latest Reflex info..
Hi Bill..check www.twisteddirt.com website for latest Reflex info..
Re: MX vs ATV Reflex - PC
I poked around on your Forums and didn't find anything helpful that pertains to my question.MikeyMikey wrote:"I would really like to make another physics mod for the MvA series (I made Caffeine I, II, & III for Unleashed), but I am clueless when it comes to cracking the file formats. "
Hi Bill..check http://www.twisteddirt.com website for latest Reflex info..
I need the info required to open the Reflex game files, modify them and repack them for use in the game. I have used BXML to look around but haven't seen the method posted to repack the files that are modified so they work in the game.
Bill