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MvC3 .ARC files.

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protosk8
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Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work

Post by protosk8 »

i'm just learning how to extract from arc files :3
<-- not so good at it.
just got the ps3 version of mvc3
having fun trying to figure this stuff out :D
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Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work

Post by logansan25 »

protosk8 wrote:i'm just learning how to extract from arc files :3
<-- not so good at it.
just got the ps3 version of mvc3
having fun trying to figure this stuff out :D
I did extract the .ARC with this script
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
and have a files .number and not files .dom, its fine or not?

Image
Image
protosk8
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Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work

Post by protosk8 »

logansan25 wrote:
I did extract the .ARC with this script
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
and have a files .number and not files .dom, its fine or not?
use a hex editor
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Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work

Post by logansan25 »

protosk8 wrote:
logansan25 wrote:
I did extract the .ARC with this script
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
and have a files .number and not files .dom, its fine or not?
use a hex editor
I dont know use the hex heditor, are you know a tutorial for use this?
protosk8
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Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work

Post by protosk8 »

logansan25 wrote: I dont know use the hex heditor, are you know a tutorial for use this?
Well i'm still new to all this, still learning. i'm sure someone here has a tutorial. search the forum :3
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Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work

Post by aaronindhouse »

Code: Select all

0x00: u32           = FILE ID-----------------------------XET   
0x04: u32           = FILE VERSION?---------------20 00 80 97
0x08: u32           = IMAGE INFO------------HEIGHT,WIDTH,MIP#
0x0C: u32           = UNK-------------------------------00 01  
0x0E: u08           = Image ID-------------LIST OF ID'S BELOW
0X0f: U08           = UNK2---------------------------------01    
0x10: float[MIP#] = HEADER SIZE & MIP OFFSETS----------

@@ IMAGE INFO-0X08 U32 

0xH = Hex Height Value
0xW = Hex Width Value 
_.H = Decimal Height Value
_.W = Decimal Width Value
  H = Height            
  W = Width             
     
  HEIGHT | WIDTH  |MIPMAP#
 0x08 0x09 0x0A  0x0B      
   00   0|0   00  |  00   |00 00 00 00
   20   0|1   00  |  0B   |20 01 00 0B
   04   0|0   80  |  01   |04 00 80 01
__________________________    
   --EX: 20 01 00 --

         = 200||100         
   0xH = 0x200              GET HEX VALUES          
  0xW = 0x100              HEX->DECIMAL            
    _.H = 512                DOULBLE _.H FOR H       
   _.W = 256                MULTIPLY _.W BY 4 FOR W 
_.H*2 = 1024               --DONE                  
_.w*4 = 1024          
   0xH = 0X400
  0xW = 0X400
      H = 1024
     W = 1024
 
SQUARE TEXTURE-- 
__________________________    
   --EX: 04 00 80 --
--------------------------
      = 040||080          
0xH = 0x040              
0xW = 0x080             
_.H = 64               
_.W = 128               
_.H*2 = 128              
_.w*4 = 512              
  0xH = 0X080
  0xW = 0X200
       H = 128
      W = 512
 
RECTANGULAR TEXTURE--

___________________________________
///TABLE OF IMAGE SIZES(SQUARES)///|   
             (DTX1)                |
-----------------------------------|
      | 0x08 | 0x09 | 0x0A | 0x0B  |
 -----|------|------|------|-------|
  2048|  40  |  02  |  00  |  0C   |
 -----|------|------|------|-------| 
  1024|  20  |  01  |  00  |  0B   |
 -----|------|------|------|-------|  
   512|  10  |  00  |  80  |  0A   |
 -----|------|------|------|-------|
   256|  08  |  00  |  40  |  09   |
 -----|------|------|------|-------|  
   128|  04  |  00  |  20  |  08   |
 -----|------|------|------|-------|  
    64|  02  |  00  |  10  |  07   |
 -----|------|------|------|-------|  
    32|  01  |  00  |  08  |  06   |
 -----|------|------|------|-------|    
    16|  00  |  80  |  04  |  05   |
 -----|------|------|------|-------|     
     8|  00  |  40  |  02  |  04   |
 -----|------|------|------|-------|     
     4|  00  |  20  |  01  |  03   |
 -----|------|------|------|-------|
                           |  02   |
                           |-------|
                           |  01   |  
                                 --|     
                        
@@ IMAGE ID-0X0E U08 
___________________________________
////////////IMAGE ID'S/////////////   
 ID'S FOR DIFFERENT TEX MAP TYPES  

HEX VALUE | IMAGE TYPE             |
----------|------------------------|
13            MODEL BM(DIFFUSE MAP)
17            EFFECT BM(DIFFUSE MAP)
19            MM & AM
1E            NM(NORMAL MAP)
2A            UI + GALLERY TEXTURES

@@ HEADER SIZE AND MIPMAP OFFSETS-0X10 FLOAT[MIP#]
EX: 
------         
0X10: 00 00 00 3C|00 00 80 3C|00 00 A0 34|00 00 A8 34
         OFF1=0X3C OFF2=0X803C OFF3=0XA034 OFF4=0XA834      
       
////////MIP OFFSET VALUES ALWAYS START AT 0X10
////////EXAMPLE HEADER LENGTH IS 0X3C
////////EXAMPLE MIPMAP COUNT IS 11


@@ OTHER INFO

.XET USES DTX1,DTX5
  DETERMINE WHICH TO USE WITH FILE ID
  AND FOLDER LOCATION
  --DTX1--
      -TEXTURES USED WITH .DOM FILES
      -ID'S
           13,17,19,1E
  --DTX5--
      -UI IMAGES
      -ID'S
           2A

DTX5 TEXTURES NEED TO BE MESSED WITH
    -SWAP ALPHA AND GREEN CHANNELS WITH EACH OTHER
    -GREEN CHANNEL
	R=  0 
	G=  100
	B=  0
    -RED CHANNEL
	R=  100
	G=  100
	B= -100
    -BLUE CHANNEL
	R= -100
	G=  100
        B=  100
If i missed something let me know please cuz im new to this stuff. hope this helps some of yall

to get .XET files to open as .DDS files, you need to delete the header of the .XET and replace it with the proper DDS header(DTX1 or DTX5) as well as enter in the proper width and height values into the dds header. to get the dds header just make a new dds file with photoshop and then copy paste
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Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work

Post by RandomTBush »

Eh... I was a bit confused as to what to do, but I figured it out now. At least, I think I have.
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protosk8
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Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work

Post by protosk8 »

RandomTBush wrote:Eh... I was a bit confused as to what to do, but I figured it out now. At least, I think I have.
What's your way of doing it? :D
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Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work

Post by RandomTBush »

protosk8 wrote:
RandomTBush wrote:Eh... I was a bit confused as to what to do, but I figured it out now. At least, I think I have.
What's your way of doing it? :D
It involved yoinking a header from a random TEX file I found from Resident Evil 5, inserting it into the MvC3 textures, and then using trial and error with the hex values to make the texture export properly.
protosk8
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Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work

Post by protosk8 »

RandomTBush wrote:It involved yoinking a header from a random TEX file I found from Resident Evil 5, inserting it into the MvC3 textures, and then using trial and error with the hex values to make the texture export properly.
can i take a look at the script you used?. if possible
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Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work

Post by chrrox »

just paste a dxt1 or 5 header on the files and delete the bytes it used for the header you will see the number repeat several times like 3C or 2C thats all that is needed.
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XET conversion guide

Post by aaronindhouse »

Code: Select all

XET conversion for n00bs
-----------------------------------------

XET header(This is from Galactus_tex01_BM)
0x00: 00584554200080972001000B00011301
0x10: 0000003C0008003C000A003C000A803C
0x20: 000AA03C000AA83C000AAA3C000AAABC
0x30: 000AAADC000AAAE4000AAAEC   04480540

The important info is stored up to 0x14
0x00: 00584554    20008097  2001000B  0001 13  01
    |File ID   ||File Ver?||Pic Info||UNK||ID||?|
0x10:  0000003C   
       |Header Size|
The important parts for a simple conversion are pic info, id, and Header size
  
  -our goal is to replace the header we have here with one of the dtx headers
  - to do this we need to know how big our current header is so that we know what to delete
  - the header size is located at 0x10 and is a long value(00 00 00 xx)
           -the header size of this file is 00 00 00 3C so 0x00 to 0x3C contains all header information
           -now simply delete this data and your left with the .dds without its proper header but dont delete it yet!
  -before you delete the header you will want to get the size of the image so you don't have to waste time guessing it
           -the image size is the first 6 hex values in pic info
           -calculate the decimal value of the first 3 values(height) and the last 3 values(width)
                     -multiply the first decimal value by 2 for your image height
                     -multiply the second decimal value by 4 for your image width
            -voila, you have your image dimensions
            -Use dtx1 header for textures that belong to models in the game
            -use dtx5 header for textures that belong to the ui or are from the art gallery
             -both dtx headers have the width and height values for the example put in(00 04  which equals 1024 in decimal)
                     -height starts at 0x0C
                     -width starts at 0x10
                


DTX1 Header                               
0x00:   444453207C0000000710000000040000
        0004000000000000000000000B000000
        00000000000000000000000000000000
        00000000000000000000000000000000
        00000000000000000000000020000000
        04000000445854310000000000000000
        00000000000000000000000000100000
        00000000000000000000000000000000
DTX5 Header
0x00:   444453207C0000000710000000040000
        00040000000000000000000001000000
        00000000000000000000000000000000
        00000000000000000000000000000000
        00000000000000000000000020000000
        04000000445854350000000000000000 
        00000000000000000000000000100000
        00000000000000000000000000000000

-also, if the image is using dtx5 then your going to have to do some extra work to get the image to look right
                -use image editing software to swap the alpha and green channels
                -edit each channels rgb values
                        -red channel
                             r=100
                             g=100
                             b=-100
                        -green channel
                             r=0
                             g=100
                             b=-0
                        -blue channel
                             r=-100
                             g=100
                             b=100                
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Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work

Post by zaramot »

Thank you for your excellent guide! It worked perfectly for me. Too bad it is impossible to get models yet.
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Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work

Post by Tosyk »

i'm trying to use this script on xbox360 files

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
but i get only 0 byte files

Q: how to unpack correctly
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zaramot
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Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work

Post by zaramot »

You need a PS3 version of the game! The script does not work with the Xbox 360 version.
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