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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MvC3 .ARC files.
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Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work
I did extract the .ARC with this scriptprotosk8 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
and have a files .number and not files .dom, its fine or not?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
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Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work
use a hex editorlogansan25 wrote:
I did extract the .ARC with this scriptand have a files .number and not files .dom, its fine or not?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
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Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work
I dont know use the hex heditor, are you know a tutorial for use this?protosk8 wrote:use a hex editorlogansan25 wrote:
I did extract the .ARC with this scriptand have a files .number and not files .dom, its fine or not?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
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Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work
Well i'm still new to all this, still learning. i'm sure someone here has a tutorial. search the forum :3logansan25 wrote: I dont know use the hex heditor, are you know a tutorial for use this?
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Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work
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
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
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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Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work
What's your way of doing it? :DRandomTBush wrote: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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Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work
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 wrote:What's your way of doing it?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.
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Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work
can i take a look at the script you used?. if possibleRandomTBush 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.
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Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work
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
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
Thank you for your excellent guide! It worked perfectly for me. Too bad it is impossible to get models yet.
Making model-import scripts, PM
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Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work
i'm trying to use this script on xbox360 filesbut i get only 0 byte files
Q: how to unpack correctly
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
Q: how to unpack correctly