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[X360] Star Ocean The Last Hope

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Aurangzeb56
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Re: [X360] Star Ocean The Last Hope

Post by Aurangzeb56 »

Hmmm,i remember that first there was no Noesis plugin for FFXIII so we have to manually place texture on a character through 3DS Max. ^^" Though,star ocean is the same right?Still i don't know if i should rip the models from all four disks or only the first one. :/
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Re: [X360] Star Ocean The Last Hope

Post by TheDude »

Aurangzeb56 wrote:Hmmm,i remember that first there was no Noesis plugin for FFXIII so we have to manually place texture on a character through 3DS Max. ^^" Though,star ocean is the same right?Still i don't know if i should rip the models from all four disks or only the first one. :/
Yes, exactly.
I would just extract the first disk. You'll get 2,071 PACK files. That should keep anyone busy for a while. :eek:

Also, in case anyone else is working on a game produced by a Japanese company,
here's a bunch of words I had to translate (online translators and dictionaries leave a lot to be desired BTW):

Kami Head
Kubi Neck
Hada Body
Gake Cliff
Matuge Eyelashes
Udewa Bracelet
Ude Yobi Arm Preliminary
Ude wa Oya Arm Parent
Fuku Clothing
Tue Cane
Tue Oya Cane Parent
Eri Collar
Mune Chest
Tare droop,suspend,hang,slouch
Himo Ribbon
Himo Oya Ribbon Parent
Shiri Buttocks
Sode Sleeve
Reesu Lace
Kata Shoulder
kazari Ornament
Nuno Cloth
Komono Accessories
Mono Object
Yubi Finger

**What is it with this forum and tabs/spaces?*** :cry:
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Re: [X360] Star Ocean The Last Hope

Post by TheDude »

These files are 2 faces.
9 I can get to work without any trouble. 33 however is doing something different. :cry:
http://www.mediafire.com/?nrnvibdbaaqbis3
Last edited by TheDude on Sun Sep 04, 2011 3:09 am, edited 3 times in total.
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Re: [X360] Star Ocean The Last Hope

Post by Kikoeru »

how to unpack asf file?i can't write bms script. :(
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Re: [X360] Star Ocean The Last Hope

Post by TheDude »

Air wrote:how to unpack asf file?i can't write bms script. :(
1. Take the script chrrox posted on the first page
( Posted: Sun May 30, 2010 12:21 am ) and place the two
parts of the code in a text file with the extention .bms.
Use that with quickbms_4gb_files.exe on file aska.bin (PS3) or
quickbms.exe on files soz0.bin/soz1.bin (Xbox 360).

2. Use Aluigi's Star Ocean (Tri-ace SLZ/PACK)QuickBMS script:
http://aluigi.org/papers/bms/slz.bms
on the resulting PACK files. That's all for the PS3 version.

3. Like chrrox said, you'll need to use xbdecompress on the Xbox 360's
files. With Aluigi's newer script (script 0.2b) the file extentions
will be .unslz. What I do is copy (not cut)xbdecompress and xbdm.dll
to whatever folder that I just extracted then delete them when I'm done.
(I didn't feel like adding the path to Window's environment variables)
Open a command window to use xbdecompress.
Example: xbdecompress 15.unslz 15_out

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Re: [X360] Star Ocean The Last Hope

Post by timartinelli »

Hello friends, the file has the file 1.pack 31.unslz, inside it has some of the PS3's text is a file. EXD anyone can be a tool for this type of text, I am trying to translate the game.

Hug.

following two sample files.
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Re: [X360] Star Ocean The Last Hope

Post by TheDude »

Just a small progress update.

Image

Arumat and Edge's faces are the only ones to work as-is so far.
There's some inconsistencies in the files with the character faces which is rather confusing.
Do the other positions have something to do with the bone hierarchies?

Also so far I have the textures for Eleyna Farrence, The Black Eagle, Reimi, Bacchus, and Welch.
The search goes on...
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Re: [X360] Star Ocean The Last Hope

Post by Kikoeru »

TheDude wrote: 1. Take the script chrrox posted on the first page
( Posted: Sun May 30, 2010 12:21 am ) and place the two
parts of the code in a text file with the extention .bms.
Use that with quickbms_4gb_files.exe on file aska.bin (PS3) or
quickbms.exe on files soz0.bin/soz1.bin (Xbox 360).

2. Use Aluigi's Star Ocean (Tri-ace SLZ/PACK)QuickBMS script:
http://aluigi.org/papers/bms/slz.bms
on the resulting PACK files. That's all for the PS3 version.

3. Like chrrox said, you'll need to use xbdecompress on the Xbox 360's
files. With Aluigi's newer script (script 0.2b) the file extentions
will be .unslz. What I do is copy (not cut)xbdecompress and xbdm.dll
to whatever folder that I just extracted then delete them when I'm done.
(I didn't feel like adding the path to Window's environment variables)
Open a command window to use xbdecompress.
Example: xbdecompress 15.unslz 15_out

"That's the news, goodnight and have a pleasant tomorrow."
I mean that I have got some asf files. And I want to separate the asf files from textures and models. I can't make programming. Could you please offer me a tool which can do it?
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Re: [X360] Star Ocean The Last Hope

Post by TheDude »

Air wrote: I mean that I have got some asf files. And I want to separate the asf files from textures and models. I can't make programming. Could you please offer me a tool which can do it?
I'm working on it......kind of.
Only have 4 out of the 9 players faces attached so far.
Still haven't figured out how some of the objects are positioned.
Plus my code is too specific right now to be used in a general sense.
I'll fix that someday. Maybe make a importer for Blender, but that's a long ways off I think.

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Re: [X360] Star Ocean The Last Hope

Post by LUBDAR »

Well the Dude is doing a great job! I love the pictures you put up
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Re: [X360] Star Ocean The Last Hope

Post by Rayved »

I'm using the ps3 version of the game and the result when I unpack the .PACK files are mostly .unslz or .aac.
If I understood correctly, the files should come out straight as ASF for the ps3 version without using any further decompressor right?
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Re: [X360] Star Ocean The Last Hope

Post by Satoh »

if you get a .unslz file, it means that file is no longer Tri-Ace SLZ compressed.

unslz is not a 'format' at all; it is simply a placeholder for the extension, which Quickbms does not know. The script only decompresses, it doesn't read what the name or extension of the compressed file is.

If you want to try the file as an ASF, try opening it in the blender ASF script somewhere in one of the SO4 threads around here.
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Re: [X360] Star Ocean The Last Hope

Post by chrrox »

the ps3 and 360 formats are completely different.
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Re: [X360] Star Ocean The Last Hope

Post by Rayved »

Satoh wrote:if you get a .unslz file, it means that file is no longer Tri-Ace SLZ compressed.

unslz is not a 'format' at all; it is simply a placeholder for the extension, which Quickbms does not know. The script only decompresses, it doesn't read what the name or extension of the compressed file is.

If you want to try the file as an ASF, try opening it in the blender ASF script somewhere in one of the SO4 threads around here.
Alright, I got all the tools needed now. I have Maya, 3dsMax, Blender, I got the script, I got all the unslz files. I'm not really familiar with running scripts, I usualy just copy paste the whole thing and press enter and I get a popup asking to load a file and stuff, but with this script, I get synthax error in all the programs I just mentionned. Do I need to fill in some stuff like path and filename in the script manualy? If so, I'd like to know where
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Re: [X360] Star Ocean The Last Hope

Post by Satoh »

The blender script seems to only work in 2.4x versions of blender, it doesn't run properly in the newer 2.5x, at least it didn't in mine. (I keep both installed for this reason)

The blender script should already be loaded if you open the .blend in blender 2.4x. To run it, hover the mouse over the script window and press ALT P (just like it says to do)

I haven't tried the script on any non ASF files, so you may need to rename the unslz to asf in order for the script to look at them, or it may be that the files simply aren't the right ones and you need to keep trying different files...


As chrrox said, it may be that the files you have, are the wrong format, as the 360 and PS3 files are different... ( I haven't looked, so I have to assume he's correct on that )
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