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.
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Blades of Time
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Re: Blades of Time
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.
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.
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Re: Blades of Time
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.
- HeliosAI
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Re: Blades of Time
It's possible to capture the models in T-pose with GameAssassin on a Windows XP OS.
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
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
- HeliosAI
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Re: Blades of Time
^^ 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
It was better when Half Life 2 was released xD
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Re: Blades of Time
I'm trying to understand the formats, but their formats - is a quiet horror
What I found out about the GRP format.
Further there are three types of tables
The first is the name table, the second is offset to handle table data itself. The descriptors are of type:
The third is offset to the descriptors, apparently, the same data. Are of the type:
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.
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) )
};
Code: Select all
struct TableDescriptor
{
DWORD Offset; // offset from the beginning of the file
DWORD Count; // number of elements
};
Code: Select all
struct DataDescriptor
{
DWORD ID; // it seems that the content type ID
DWORD Offset; // offset
DWORD Index; // index
};
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; //
};
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.
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Re: Blades of Time
the grp format is not he problem its that parts of those chunks are compressed and no sizes are given
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Re: Blades of Time
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).
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Re: Blades of Time
Yep, steam demo works right now.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).
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Re: Blades of Time
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.