Important information: this site is currently scheduled to go offline indefinitely by end of the year.

(PC) Dead Space 2 (.dat)

The Original Forum. Game archives, full of resources. How to open them? Get help here.
renato
beginner
Posts: 21
Joined: Wed Nov 03, 2010 2:16 am
Has thanked: 3 times
Been thanked: 1 time

Re: (PC) Dead Spece 2 (.dat)

Post by renato »

Any clue how can open the .geo files?

by google translate
Aliensoldier
n00b
Posts: 12
Joined: Sun Feb 13, 2011 3:36 pm

Re: (PC) Dead Spece 2 (.dat)

Post by Aliensoldier »

renato wrote:Any clue how can open the .geo files?
nightFlarer wrote:Phew, ok, I am done. So it's the same deal guys with maxscripts.
Copy the code below, open up 3DS Max, Maxscript Menu>New Script, then paste, save, Maxscript Menu>Run Script, select the script you saved.

Now it's going to ask for the mesh file, so open up a .geo in the "Mesh" folder eg. 0144_torsoupper.geo
Then it's going to ask for the UV file which is also a .geo file, but should be in the "MeshVolatile" folder eg. 0145_torsoupper.geo
Notice that the number is different, lower is the mesh and greater is the UV.

Code: Select all

fname = getOpenFileName \ 
caption:"Open .geo from Mesh folder" \
types:"Dead Space 2 Mesh(*.geo)|*.geo" \
historyCategory:"DeadSpace2ObjectPresets"
f = fopen fname "rb"
gname = getOpenFileName \ 
caption:"Open .geo from MeshVolatile folder" \
types:"Dead Space 2 UV(*.geo)|*.geo" \
historyCategory:"DeadSpace2ObjectPresets"
g = fopen gname "rb"
clearlistener()
fscale=100

Face_array=#()
Vert_array=#()
UV_array=#()

fseek f 0x0380 #seek_set
Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string))
unk1=readlong f
vertcount=readlong f
unk2=readlong f
null1=readlong f
unk3=readlong f
vertcount=readlong f
unk4=readlong f
unk5=readlong f
unk6=readlong f
face=readlong f
unk7=readlong f
faceoff=readlong f

fseek f 0x400 #seek_set
Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string))

	
for x = 1 to vertcount do(

vx=readfloat f
vy=readfloat f
vz=readfloat f
p=readfloat f
p=readfloat f
p=readfloat f
p=readfloat f
p=readfloat f
append Vert_array([vx,vy,vz] * fscale)
)

for u = 1 to vertcount do(
tu=readfloat g
tv=readfloat g
append UV_array[tu,tv,0]
)

Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string))
fseek f faceoff #seek_set

for x = 1 to face/3 do(
fa=readshort f #unsigned+1
fb=readshort f #unsigned+1
fc=readshort f #unsigned+1
append Face_array[fa,fb,fc]
)
Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string))

msh = mesh vertices:Vert_array faces:Face_array
msh.numTVerts = UV_array.count
buildTVFaces msh
for j = 1 to UV_array.count do setTVert msh j UV_array[j]
for j = 1 to Face_array.count do setTVFace msh j Face_array[j]

Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string))
gc()
fclose f
fclose g

Well, I was using ConvertTG4 with Debug and it worked, or something like that...
http://img502.imageshack.us/i/eurostileltstdbold32.png
It's not the best result, but I think every can see the texture of the Slasher in there.
Last edited by Aliensoldier on Mon Feb 14, 2011 4:15 pm, edited 1 time in total.
StaticTheFox
ultra-n00b
Posts: 6
Joined: Fri Jan 28, 2011 4:44 am

Re: (PC) Dead Spece 2 (.dat)

Post by StaticTheFox »

Aliensoldier wrote: Well, I was using ConvertTG4 with Debug and it worked, or something like that...
Image
It's not the best result, but I think every can see the texture of the Slasher in there.
How'd you do that? for me it just outright crashes.

Edit: nevermind, but the results are really... pixelated.
nightFlarer
beginner
Posts: 33
Joined: Thu May 13, 2010 8:25 am
Has thanked: 4 times
Been thanked: 2 times

Re: (PC) Dead Spece 2 (.dat)

Post by nightFlarer »

The maxscript is updated in the other thread.
Nexus Elite ns
beginner
Posts: 20
Joined: Sun Nov 08, 2009 6:11 pm

Re: (PC) Dead Spece 2 (.dat)

Post by Nexus Elite ns »

I've notice there's some missing GEO files when you extract the STR, perhaps the unpacker need some fix, because there's only certain files for the GEO, while missing other stuff from it.
leonkennedy4011
n00b
Posts: 17
Joined: Tue Sep 21, 2010 1:44 pm
Has thanked: 3 times
Been thanked: 1 time

Re: (PC) Dead Spece 2 (.dat)

Post by leonkennedy4011 »

having the same problem, a lot of mesh files are missing, arms, visor ext and some validate meshes for the UV as well
Aliensoldier
n00b
Posts: 12
Joined: Sun Feb 13, 2011 3:36 pm

Re: (PC) Dead Spece 2 (.dat)

Post by Aliensoldier »

nightFlarer wrote:The maxscript is updated in the other thread.
Can you post it, pls?

EDIT: Oh you ment that script. So then, don't mind about my question...
RedDeadRedemption
beginner
Posts: 32
Joined: Tue Jul 13, 2010 3:23 pm
Has thanked: 6 times

Re: (PC) Dead Spece 2 (.dat)

Post by RedDeadRedemption »

Any progress to decode snu files from PC version?
AceAngel
veteran
Posts: 115
Joined: Sun Feb 08, 2009 5:45 pm
Has thanked: 35 times
Been thanked: 8 times

Re: (PC) Dead Spece 2 (.dat)

Post by AceAngel »

Stupid question, I know, but does the Tool work for DS1? I tried extracting the .str packages, and while it does work, I think they're either files missing or not DS1 compatible. Once again, sorry for the stupid question, I just want to make sure.
sirew
beginner
Posts: 26
Joined: Sun Jan 30, 2011 2:24 pm

Re: (PC) Dead Spece 2 (.dat)

Post by sirew »

Hey guys, I 've done it using 3D Ripper, but I dislike it because of its hard to find the right texture and the mesh is not clean
ghf50
ultra-n00b
Posts: 9
Joined: Fri Feb 04, 2011 3:47 pm
Has thanked: 1 time

Re: (PC) Dead Spece 2 (.dat)

Post by ghf50 »

RedDeadRedemption wrote:Any progress to decode snu files from PC version?
I have the same question.hope someone can write a new decode program for PC version
Schemer
ultra-n00b
Posts: 4
Joined: Fri Jun 11, 2010 3:59 pm

Re: (PC) Dead Spece 2 (.dat)

Post by Schemer »

ghf50 +1
May someon make coder\decoder ds2 snu files?
rengareng
veteran
Posts: 131
Joined: Fri Feb 18, 2011 10:23 am
Has thanked: 7 times
Been thanked: 49 times

Re: (PC) Dead Spece 2 (.dat)

Post by rengareng »

need tool for dead space 2 language file.
Last edited by rengareng on Tue Feb 22, 2011 12:34 am, edited 1 time in total.
Gamma256
n00b
Posts: 12
Joined: Tue Feb 15, 2011 1:13 am

Re: (PC) Dead Spece 2 (.dat)

Post by Gamma256 »

Does anybody know where the animation files are? I am trying to experiment around but can't seem to find those files and its confusing. Thanks in advanced.
Rick
Moderator
Posts: 388
Joined: Tue Aug 09, 2005 10:10 pm
Been thanked: 84 times
Contact:

Re: (PC) Dead Spece 2 (.dat)

Post by Rick »

Gamma256 wrote:Does anybody know where the animation files are? I am trying to experiment around but can't seem to find those files and its confusing. Thanks in advanced.
The animation files are the *.win files inside stream sets.
https://blog.gib.me/

Don't ask me about localization tools; if you don't have the resources to develop them yourself you don't need them.
Post Reply