Wow that worked very well I'm on the way to ripping stages n_n Thank you very muchRandomTBush wrote:Use an older version of the script, the one that DOESN'T have support for skinning.
On that note, any update to the script yet to fix that problem?
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(PS3) Virtua FIghter 5 / Project Diva Dream Theater
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Re: (PS3) Virtua FIghter 5 / Project Diva Dream Theater
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Re: (PS3) Virtua FIghter 5 / Project Diva Dream Theater
Thanks but how do you use these?
Meaning, how do I rip?
Meaning, how do I rip?
Re: (PS3) Virtua FIghter 5 / Project Diva Dream Theater
Maybe this is a little bit outside but can I ask you guys to have some script that can open .igb files? If there isn't any script, I want to know the way to open .igb files without using Alchemy, please help!
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- M-M-M-Monster veteran
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Re: (PS3) Virtua FIghter 5 / Project Diva Dream Theater
I don't think there are any igb files for this game.
Re: (PS3) Virtua FIghter 5 / Project Diva Dream Theater
@^: Yes! I wanna rip game Hastune Miku: Project DIVA Extend, Hope that someone can help me.
Oh, And I just got a problem now:
I'm ripping the stage in magnet song and this happened! help.
Oh, And I just got a problem now:
I'm ripping the stage in magnet song and this happened! help.
Re: (PS3) Virtua FIghter 5 / Project Diva Dream Theater
Thank you for your script.But I still have some questions.I found that the weights of the bones are wrong.Do you know how to fix them?
I found something interesting."H:\PS3 Dream Theatre 2\USRDIR\rom\rob".I guess that there are motion files in this folder.I use quickbms to rip the farc files in this folder.Then I get some bin files.It is only a step to get the motion file.But I don't know how to write the script to rip this kind of bin file.Can you help me?Thank you very much.
Sorry for my bad English.
I found something interesting."H:\PS3 Dream Theatre 2\USRDIR\rom\rob".I guess that there are motion files in this folder.I use quickbms to rip the farc files in this folder.Then I get some bin files.It is only a step to get the motion file.But I don't know how to write the script to rip this kind of bin file.Can you help me?Thank you very much.
Sorry for my bad English.
Re: (PS3) Virtua FIghter 5 / Project Diva Dream Theater
Can I ask you some question?
I extracted Dreamy Theater's pkg but I got a lot of Farc file,
Do you have quickbms to extracted the Farc file?(auth_3d's farc)
If you have , Can you send it to my email or send it in this post,please?
I really need that.
MY email adress: [email protected]
Thank you.
Sorry to my English.
I extracted Dreamy Theater's pkg but I got a lot of Farc file,
Do you have quickbms to extracted the Farc file?(auth_3d's farc)
If you have , Can you send it to my email or send it in this post,please?
I really need that.
MY email adress: [email protected]
Thank you.
Sorry to my English.
Re: (PS3) Virtua FIghter 5 / Project Diva Dream Theater
Why is my gz file cloudn't open with winrar?
It really cloudn't open
It really cloudn't open
Re: (PS3) Virtua FIghter 5 / Project Diva Dream Theater
I got it
I Extract the wrong file , now I got it
I Extract the wrong file , now I got it
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Re: (PS3) Virtua FIghter 5 / Project Diva Dream Theater
Well, it may be too late but here it goes anyway.
I think I figure out how to relate each vertex to a bone.
In the original script (virtual5.ms), it read each Bone (Bone1, Bone2, Bone3, and Bone4), divide them by 3.0 and group that into B1_array. Later it just use that number directly to create the mesh.
What should happen is to use some extra parameters stored at FOffset1 location.
1. Read the FCount1 amount of u16 integer stored at FOffset1 location.
2. Let's call this array as WeightIndex. Each face group will have it's own separate WeightIndex array.
3. Take the B1_array number (still divided by 3.0), index into the WeightIndex array to get a integer.
4. The resulting integer from the WeightIndex is the actual bone index for that vertex.
Anyway, as I said, it may be too late for anyone to give a damn about this anyway.
I think I figure out how to relate each vertex to a bone.
In the original script (virtual5.ms), it read each Bone (Bone1, Bone2, Bone3, and Bone4), divide them by 3.0 and group that into B1_array. Later it just use that number directly to create the mesh.
What should happen is to use some extra parameters stored at FOffset1 location.
1. Read the FCount1 amount of u16 integer stored at FOffset1 location.
2. Let's call this array as WeightIndex. Each face group will have it's own separate WeightIndex array.
3. Take the B1_array number (still divided by 3.0), index into the WeightIndex array to get a integer.
4. The resulting integer from the WeightIndex is the actual bone index for that vertex.
Anyway, as I said, it may be too late for anyone to give a damn about this anyway.
Re: (PS3) Virtua FIghter 5 / Project Diva Dream Theater
I am totally lost.Where is TXP.bms that I can download.
Re: (PS3) Virtua FIghter 5 / Project Diva Dream Theater
I in project extracting the day many 'gz' file, there are many isn't open, and tip error, please optimize the script
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Re: (PS3) Virtua FIghter 5 / Project Diva Dream Theater
If the GZ files won't unpack, use the newest version of PKGView to unpack the original files again. Most PKG programs have problems with files over 2GB.miku3945 wrote:I in project extracting the day many 'gz' file, there are many isn't open, and tip error, please optimize the script