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

Blades of Time

Post questions about game models here, or help out others!
Darko
double-veteran
double-veteran
Posts: 723
Joined: Mon Jul 13, 2009 6:16 pm
Has thanked: 72 times
Been thanked: 138 times

Blades of Time

Post by Darko »

Making a request for this game.

Well, the demo was released today so if someone is interested, I can give an example via PM.

See ya.
Image
howfie
double-veteran
double-veteran
Posts: 929
Joined: Fri Jul 08, 2011 12:06 pm
Location: Torrance, CA
Has thanked: 10 times
Been thanked: 274 times

Re: Blades of Time

Post by howfie »

the PS3 version of the game used some compression, similar to the ones used in previous rebellion games. i wonder if it's the same on the PC version. i'll look at the samples... check sig for contact info. luigi had some tool for the other rebellion games, but it didn't work on the PS3 version of blades of time. i also remember the maps on the PS3 weren't compressed, but the textures and character models were.

or wait... i think i'm getting it confused with another game lol... i've been looking at so many games lately LOL! you guys ever notice that once you play or work on a lot of games they all start looking the same?

EDIT: Oh yeah, I was getting it confused with NeverDead. I have the PS3 version of Blades of Time, I just haven't had time to look at it.
chrrox
Moderator
Posts: 2602
Joined: Sun May 18, 2008 3:01 pm
Has thanked: 57 times
Been thanked: 1422 times

Re: Blades of Time

Post by chrrox »

the format is not to hard the problem is some sections are zlib compressed but i can't find any sizes anywhere for the zlib chunks.
User avatar
HeliosAI
mega-veteran
mega-veteran
Posts: 166
Joined: Wed Nov 17, 2010 2:57 pm
Has thanked: 151 times
Been thanked: 62 times

Re: Blades of Time

Post by HeliosAI »

It's possible to capture the models in T-pose with GameAssassin on a Windows XP OS.
Image
However the UV is totally screwed but you can copy it from a 3d ripper rip.

Well if anyone wants to look at the format anyway and needs samples..i can email some from the PC version if that helps in any way xD
howfie
double-veteran
double-veteran
Posts: 929
Joined: Fri Jul 08, 2011 12:06 pm
Location: Torrance, CA
Has thanked: 10 times
Been thanked: 274 times

Re: Blades of Time

Post by howfie »

lol i can't even download the demo off of steam; what a piece of shit steam is.
User avatar
HeliosAI
mega-veteran
mega-veteran
Posts: 166
Joined: Wed Nov 17, 2010 2:57 pm
Has thanked: 151 times
Been thanked: 62 times

Re: Blades of Time

Post by HeliosAI »

^^ yeah Steam seriously sucks pretty often -.- It's always a pain to get only downloadable games like this one or DLCs from other games. Takes so long, or doesn't start till you tried thousands of times.
It was better when Half Life 2 was released xD
S0UZ
advanced
Posts: 40
Joined: Tue Apr 05, 2011 11:46 am
Has thanked: 7 times
Been thanked: 1 time

Re: Blades of Time

Post by S0UZ »

Any progress? How about monster and weapon? If anyone need an example i will post it!
destrator
beginner
Posts: 28
Joined: Tue Aug 30, 2011 4:25 am
Has thanked: 3 times
Been thanked: 5 times

Re: Blades of Time

Post by destrator »

I'm trying to understand the formats, but their formats - is a quiet horror :)

What I found out about the GRP format.

Code: Select all

struct GRPHeader // the header
{
        DWORD Signature; // signature, always GRP1
        DWORD OffsetToIndexTable; // offset to some table indexes. adjusted to 16
        DWORD OffsetToIndexTableEnd; // offset of the end of the above table index is adjusted for 16
        DWORD DataSize; // size of data array ( FileSize - sizeof(GRPHeader) )
};
Further there are three types of tables

Code: Select all

struct TableDescriptor
{
        DWORD Offset; // offset from the beginning of the file
        DWORD Count; // number of elements
};
The first is the name table, the second is offset to handle table data itself. The descriptors are of type:

Code: Select all

struct DataDescriptor
{
        DWORD ID; // it seems that the content type ID
        DWORD Offset; // offset
        DWORD Index; // index
};
The third is offset to the descriptors, apparently, the same data. Are of the type:

Code: Select all

struct tagUnknown
{
        DWORD ID; // probably the type of content
        WORD Index1; // indexes
        WORD Index2; //
        DWORD Unknown2; // something vague, often == 0
        DWORD Unknown3; //
};
After - do table names and descriptors. Well, then - indexes, which indicated the shift in the header and the actual serialized data itself.

content type IDs may be:
0xD543E771 - PhysX descriptor?
0xB4B7D9C4 - Skinned mesh?
0xA6F87A9B - chr1 signature, may be some descriptor
0x855A1BE6 - contains bones names
0x88B7A117 - effect or particle system?
0x77F8232F - Mesh?
0x56F81B6D - skin? contains bones names
0x40C586F9 - Animation or animation set
0x8F2A701A - Script? PE x86 module present!

P.S.: Sorry my bad English. I am Russian.
chrrox
Moderator
Posts: 2602
Joined: Sun May 18, 2008 3:01 pm
Has thanked: 57 times
Been thanked: 1422 times

Re: Blades of Time

Post by chrrox »

the grp format is not he problem its that parts of those chunks are compressed and no sizes are given
howfie
double-veteran
double-veteran
Posts: 929
Joined: Fri Jul 08, 2011 12:06 pm
Location: Torrance, CA
Has thanked: 10 times
Been thanked: 274 times

Re: Blades of Time

Post by howfie »

Zlib can be decompressed as a stream. If I write a file extractor, someone want to do the models? I'm still working on several (too many) things. Lemme see if steam finally fixed their demo issue... (EDIT: Yes they did, checking it out now).
finale00
M-M-M-Monster veteran
M-M-M-Monster veteran
Posts: 2382
Joined: Sat Apr 09, 2011 1:22 am
Has thanked: 170 times
Been thanked: 307 times

Re: Blades of Time

Post by finale00 »

As long as I don't have to DL the game myself.
howfie
double-veteran
double-veteran
Posts: 929
Joined: Fri Jul 08, 2011 12:06 pm
Location: Torrance, CA
Has thanked: 10 times
Been thanked: 274 times

Re: Blades of Time

Post by howfie »

lol, don't you like to play what you rip finale?
finale00
M-M-M-Monster veteran
M-M-M-Monster veteran
Posts: 2382
Joined: Sat Apr 09, 2011 1:22 am
Has thanked: 170 times
Been thanked: 307 times

Re: Blades of Time

Post by finale00 »

lol, just cause it has TnA?
I don't think I've played any of them.
Darko
double-veteran
double-veteran
Posts: 723
Joined: Mon Jul 13, 2009 6:16 pm
Has thanked: 72 times
Been thanked: 138 times

Re: Blades of Time

Post by Darko »

howfie wrote:Zlib can be decompressed as a stream. If I write a file extractor, someone want to do the models? I'm still working on several (too many) things. Lemme see if steam finally fixed their demo issue... (EDIT: Yes they did, checking it out now).
Yep, steam demo works right now.
Image
chrrox
Moderator
Posts: 2602
Joined: Sun May 18, 2008 3:01 pm
Has thanked: 57 times
Been thanked: 1422 times

Re: Blades of Time

Post by chrrox »

you will have to parse the models also then its not just an entire chunk that is compressed it is parts of the model files. if there was sizes anywhere i could use noesis but i can not find any myself.
Post Reply