Holey moley chrrox
Wow you're already converted the texture
Amazing job chrrox
Also how's the mgs4 progress chrrox ???
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MvC3 .ARC files.
Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work
Since i don't have the PS3 but only the Xbox360 version i can't help much but i still had this Script for RE5 Xbox360 Arc's on my HDD which PARTLY worked back in the day...
It starts working on MVC3 Arcs too but crashes rather quickly and i can't figure out why since i don't understand the compression used :/
It starts working on MVC3 Arcs too but crashes rather quickly and i can't figure out why since i don't understand the compression used :/
Code: Select all
quickbmsver 0.3.13
set HFS long 0
set BASE_OFF long 0
get SIGN long
if SIGN == 0x00534648 # " SFH"
endian big
set HFS long 1
elif SIGN == 0x48465300 # "HFS "
endian little
set HFS long 1
endif
if HFS != 0
get DUMMY short
get TYPE short
if TYPE == 0
set BASE_OFF long 0x20000
else
set BASE_OFF long 0x10
endif
goto BASE_OFF
get SIGN long
endif
if SIGN == 0x00435241 # " CRA"
endian little
elif SIGN == 0x41524300 # "ARC "
endian big
else
cleanexit
endif
get VERSION short
if VERSION == 4
comtype zlib
elif VERSION == 8
comtype deflate
elif VERSION == 0x11
comtype XMemDecompress
else
comtype zlib
print "unknown version %VERSION%, I try zlib compression"
endif
get FILES short
for i = 0 < FILES
getdstring NAME 0x40
get TYPE long
get ZSIZE long
get SIZE long
get OFFSET long
if SIZE & 0x40000000
math SIZE -= 0x40000000
endif
if HFS != 0 # used in RE5 PS3
math ZSIZE += 32
#math SIZE /= 8
math TMP = OFFSET
math TMP /= 0x20000
math TMP *= 0x10
math ZSIZE += TMP
math SIZE += TMP
math OFFSET += TMP
math OFFSET += 2
endif
math OFFSET += BASE_OFF # needed for HFS header
clog NAME OFFSET ZSIZE SIZE
next i
print "ARC extractor by SillyGoose for 7s"
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Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work
I am a noob, whos script i have use for extract this models and textures?!
Tutorial!?
Tutorial!?
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Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work
It seems to only extract the uncompressed data. The actual compressed data isn't uncompressed correctly which results in 0kb files and crashes. Sadly, Capcom has changed the compression slightly. It would be nice if somebody on this forum could figure this out inorder to allow extraction of the latest Capcom games.Since i don't have the PS3 but only the Xbox360 version i can't help much but i still had this Script for RE5 Xbox360 Arc's on my HDD which PARTLY worked back in the day...
It starts working on MVC3 Arcs too but crashes rather quickly and i can't figure out why since i don't understand the compression used :/
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etc.
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Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work
I have a ps3 version of the game, I extracted files from the ARC's with this script.
Received .dom files - these are models, and .xet files - this is textures.
How to convert or import .dom files into 3DS MAX? If someone can help, please explain how.
Code: Select all
endian big
get idstring long
get version short
get files short
comtype zlib_noerror
for i = 0 < files
getdstring name 0x40
get type long
string name + .
string name + type
get zsize long
get size long
get offset long
clog name offset zsize size
next i
How to convert or import .dom files into 3DS MAX? If someone can help, please explain how.
Making model-import scripts, PM
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Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work
There is no way to import them into max yet you need to wait.
Here is the character list in regards to their arc files.
Here is the character list in regards to their arc files.
Code: Select all
0000 - cpu dummy
0001 - Ryu
0002 - Chunli
0003 - Gouki
0004 - Chris
0005 - Wesker
0006 - VJoe
0007 - Dante
0008 - Trish
0010 - Spencer
0011 - Arthur
0012 - Amaterasu
0013 - Zero
0014 - Tron
0015 - Morrigan
0016 - Leilei
0017 - Felicia
0018 - CViper
0019 - Haggar
0020 - Jill
0021 - SpiderMan
0022 - CapAmerica
0023 - Wolverine
0024 - Magneto
0025 - Hulk
0026 - SheHulk
0027 - TaskMaster
0028 - IronMan
0029 - Thor
0030 - DrDoom
0031 - Phoenix
0032 - Shuma
0033 - Modok
0034 - Dormammu
0035 - DeadPool
0036 - Storm
0037 - SuperSkrull
0038 - Sentinel
0039 - X23
0041 - Galactus
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Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work
There outher program? With blender or maya now or not?chrrox wrote:There is no way to import them into max yet you need to wait.
Here is the character list in regards to their arc files.
Code: Select all
0000 - cpu dummy 0001 - Ryu 0002 - Chunli 0003 - Gouki 0004 - Chris 0005 - Wesker 0006 - VJoe 0007 - Dante 0008 - Trish 0010 - Spencer 0011 - Arthur 0012 - Amaterasu 0013 - Zero 0014 - Tron 0015 - Morrigan 0016 - Leilei 0017 - Felicia 0018 - CViper 0019 - Haggar 0020 - Jill 0021 - SpiderMan 0022 - CapAmerica 0023 - Wolverine 0024 - Magneto 0025 - Hulk 0026 - SheHulk 0027 - TaskMaster 0028 - IronMan 0029 - Thor 0030 - DrDoom 0031 - Phoenix 0032 - Shuma 0033 - Modok 0034 - Dormammu 0035 - DeadPool 0036 - Storm 0037 - SuperSkrull 0038 - Sentinel 0039 - X23 0041 - Galactus
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Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work
sorry if this is a dumb question, is there anyway to view the models tho ? :3chrrox wrote:There is no way to import them into max yet you need to wait.
Here is the character list in regards to their arc files.
thanks for all the info btw
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Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work
Yes go in game and click model viewer you can look at the models all you want.
I am working on it now just need to figure out a few more things
I am working on it now just need to figure out a few more things
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Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work
Anybody notice that 0009 and 0040 are missing from this list? Then again the missing numbered arcs are possibly future character release... maybe.
Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work
How about sound? Like music and character voices?