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Re: Death Stranding (PS4)

Posted: Thu Feb 25, 2021 11:09 am
by LIANGJJ
PKG extraction password invalid, how to help, hope to get help!!!

Re: Death Stranding (PS4)

Posted: Tue Mar 09, 2021 4:03 pm
by swzjb123
Thanks!!

Re: Death Stranding (PS4)

Posted: Wed Mar 10, 2021 11:29 am
by tyresebro1
Do all of the roads I make go out online? If someone gets my roads do they get ALL of my roads or just a part? Ive had to remake 99% of them solo, so does that mean I'm some kind of road fairy now, where people get connected to me and suddenly have roads? Because I've had to re build them solo that makes me think they don't work that way (surely someone else I've connected to has built a road past the first couple), but rather when I rebuild a road it only adds materials to other peoples worlds, but they still have to cap them off themselves..... but when I first got to the second map there where already a couple pieces of road already built, so maybe they dont work in a strait forward manner. I'm beginning to think that I'm not being nearly as helpful as I thought I was when I started, which is pretty disheartening.wholesale folding chairs

Re: Death Stranding (PS4)

Posted: Thu Mar 18, 2021 9:33 am
by Synrvrer3
daemon1 wrote: Tue Oct 27, 2020 2:28 pm
kakalot wrote: Tue Oct 27, 2020 1:50 pm smd file generated at the same time is fine, how to solve it?
is it possible to generate multiple smd files containing different uvsets (such as xx_uv1.smd, xx_uv2.smd...) when model contains multiple uvsets.
i dont see reasons for this. SMD is not good format anyway.
Blender trace means nothing for me, because its not my plugin.
Still, most probably you did not add skeleton to the model like its said in the tool description.
Do you happen to where where cliffs head is? The one I got when you apply the textures look weird and he has no hair or do i have to apply it?

Re: Death Stranding (PS4)

Posted: Fri Mar 19, 2021 3:58 am
by breaper528
devilsnake88 wrote: Wed Dec 02, 2020 11:29 am Death Stranding - How to rip models and textures from PS4 version:
Image
https://www.youtube.com/watch?v=myKl1HmOBsc
what is the difference of _tear _def and _holo?

Re: Death Stranding (PS4)

Posted: Fri Mar 19, 2021 9:44 pm
by devilsnake88
breaper528 wrote: Fri Mar 19, 2021 3:58 am what is the difference of _tear _def and _holo?
Did you play the game or even took a look at the corresponding textures to see before asking...?

Re: Death Stranding (PS4)

Posted: Sun Mar 21, 2021 2:21 am
by breaper528
devilsnake88 wrote: Fri Mar 19, 2021 9:44 pm
breaper528 wrote: Fri Mar 19, 2021 3:58 am what is the difference of _tear _def and _holo?
Did you play the game or even took a look at the corresponding textures to see before asking...?
yes and yes i know what holo is someone said tear is a model that can make tears? i have no idea what tear and def is sorry for the lack of knowledge i couldnt see a difference in the textures any help would be appreciated : )

Re: Death Stranding (PS4)

Posted: Sun Mar 21, 2021 5:36 pm
by devilsnake88
breaper528 wrote: Sun Mar 21, 2021 2:21 am...
def -> default apearances?
tear -> when characters have appearing tears?
holo -> when characters appears as holograms?

If you take a look at the models with (or without) the textures you see the differences...

Re: Death Stranding (PS4)

Posted: Sun Apr 11, 2021 9:54 pm
by GPChannel
Maybe can someone port Sam Lake (the veteran) from the game?

Re: Death Stranding (PS4)

Posted: Sat Jul 17, 2021 5:20 am
by BaynanaSlug
Can someone please help me understand how to extract the fonts from the game? I have no idea what I'm doing and was hoping there was a way to derive .ttf or .otf files from the .core files I extracted w/ Decima Explorer.

Re: Death Stranding (PS4)

Posted: Thu Jul 22, 2021 8:33 am
by giofrida
BaynanaSlug wrote: Sat Jul 17, 2021 5:20 am Can someone please help me understand how to extract the fonts from the game? I have no idea what I'm doing and was hoping there was a way to derive .ttf or .otf files from the .core files I extracted w/ Decima Explorer.
Hi! I had a look at those files and actually managed to understand how they work. There are lots of similarities with TrueType fonts and shouldn't be really hard to convert them to a common file format. At the moment I was able to read the font data and print letters using MATLAB:

Image
Image

I will post a proof of concept code and information on how data is encoded in the following days. :)

Re: Death Stranding (PS4)

Posted: Fri Jul 23, 2021 4:36 pm
by giofrida
Ok so here's how data is stored in these font files. Let's consider the font "bocdmonolightultcond.core".
Note that all the hex numbers are stored in little endian format, that is, they must be read right to left.

Let's start from the header:
Image

F3 08 7B 7B 6C 8D E6 E0 is the file header, and is present in all of these font .core files.
31 10 00 00 = 4145 bytes is the file length in bytes.
A4 64 01 DC F5 D4 45 43 8E E7 6D CE 1F A7 EC DD is most probably a hash value used by the game to reference to this font. Indeed, it is present inside the file "ui_font_family.core" that it seems to contain information on which font
to use in the UI of the game.
18 00 00 00 = 24 bytes is the length of the font name, in bytes.
67 C5 E1 31 unknown, may be a date or a checksum.
42 4F 20 43 44 20 4D 6F 6E 6F 20 4C 69 67 68 74 20 55 6C 74 43 6F 6E 64 = "BO CD Mono Light UltCond" is of course the font name, composed of 24 bytes.

Image

00 00 7A 44 = 1000. It is the "EM units" of the font.
00 00 48 44 = 800. It is the "ascent" of the font, that is, the positive height of characters with respect to the baseline.
00 00 48 43 = 200. It is the "descent" of the font, that is, the negative height of characters with respect to the baseline.
00 00 2F 44 = 700. It is the height of capital letters in the font.

Here is a picture to better clarify the meaning of those parameters:
Image
Note that ascent + descent = EM.

0B 00 00 00 = 11. It is the number of characters stored in the font file (in this case 10 numbers + 1 for space).

Then, the next 4 bytes, right after 00 80 A5 43, are 20 00 00 00 = ' ' (it is the symbol of a space). Let's skip this one for a moment and consider the next glyph, which is easier to understand:

Image

00 80 A5 43 = 331. It is the so called "advance" of the glyph.
30 00 00 00 = '0'. It is the symbol of the glyph: a zero.
00 00 34 42 00 00 00 00 = (45,0). They are the (x,y) coordinates of the lower left point of the glyph.
00 80 8E 43 00 00 2F 44 = (285,700). They are the (x,y) coordinates of the upper right point of the glyph.

To better understand the meaning of these values, refer to the following figure, where you can clearly see the "advance" and "min" and "max" coordinates:
Image

In most fonts, glyph's data is stored as a sequence of coordinates of points that define its outlines. There may be more than one outline (this happens if the outlines need to be disjoint like in the symbols 'O', '=', etc.).
02 00 00 00 = 2. It is the number of outlines that define the borders of the glyph.
Now we enter in the #1 outline details:
0F 00 00 00 = 15 is the length of what I call "line data" of the outline, and define how the outline must be traced.
42 01 42 01 42 01 42 01 42 01 42 01 42 01 42 is the "line data" of this outline. In each byte,
if the bit #6 = 0, the number represent the number of points connected by straight lines (e.g. 01 = 1 straight line);
if the bit #6 = 1, the number subtracted by 64 represent the number of points connected by bezier curves (e.g. 42 -> 2 bezier curves).

18 00 00 00 = 24 is the number of coordinates (x,y) of points that define the outline.
So 24 x 2 coord. x 4 bytes = 192 bytes is the length of the following outline data:
00 00 65 43 00 80 2D 44
00 C0 5E 43 00 00 2F 44
00 00 57 43 00 00 2F 44
00 00 E6 42 00 00 2F 44
00 80 D6 42 00 00 2F 44
00 00 CA 42 00 80 2D 44
00 00 4C 42 00 00 21 44
00 00 34 42 00 70 1F 44
00 00 34 42 00 80 1D 44
00 00 34 42 00 00 8C 42
00 00 34 42 00 00 79 42
00 00 4C 42 00 00 60 42
00 00 CA 42 00 00 C0 40
00 80 D6 42 00 00 00 00
00 00 E6 42 00 00 00 00
00 00 57 43 00 00 00 00
00 C0 5E 43 00 00 00 00
00 00 65 43 00 00 C0 40
00 80 8B 43 00 00 60 42
00 80 8E 43 00 00 79 42
00 80 8E 43 00 00 8C 42
00 80 8E 43 00 80 1D 44
00 80 8E 43 00 70 1F 44
00 80 8B 43 00 00 21 44

is the sequence of points expressed as coordinates (x,y) that define the outline.
In this example there are indeed 24 points.

After this block of data you can see the "line data" of outline #2 followed by its sequence of points.
You should now be able to understand how the space ' ' glyph is stored. Note that no outlines have been defined for it, and (x,y) min and max are meaningless for it.

Using this information, I was able to write a small script using MATLAB. Here it is an example of the number '0' that was discussed above:
Image
Note how the glyph is actually centred with an advance of 331 units. The lower left point is indeed (45,0) and the upper right is (285,700).
The numbers in red, from 1 to 24, represent the numbered sequence of points in the outline #1.

A note about those bezier curves used to join points: according to this webpage (and also this post), a quadratic bezier curve is used to join two adjacent points. In order to reduce the number of data stored in the font file, the virtual control point is not present among the sequence of points of the outline, and must be computed as the mean of the previous and the next points in the sequence.

Sorry for the long post, but I wanted to be as clear as possible. Let me know if you have any question or want to add more information about this topic.


Update:
I finally understood the meaning of the font values next to its name. They are indeed metrics used to define the font and are called "EM units", "ascent", "descent" and "cap height".
Then, I proceeded to generate a SVG font (which is a deprecated file format, but really easy to understand) using this webpage as reference. This is done with the new script "generatesvgfont.m".
The last step to obtain a TrueType font is to convert it with a software. To do so, open FontForge, import the SVG font:
Image
Then go to Element->Font Info.. and add a value in the "Version" field (you can digit whatever number you want). Finally, go to File->Generate Fonts.. and save the font as .TTF or whatever format you need. Ignore the errors that may pop up.

The MATLAB scripts are here attached and updated.

"demo.m" is indeed a demo script that prints the font table and then a sentence.
"generatesvgfont.m" is used to create a SVG font from the imported .core data.

Re: Death Stranding (PS4)

Posted: Wed Aug 04, 2021 4:26 pm
by kakuka
fbffef4d176b845fe659bfc361fe022.png
It's very cool!
But,why I failed in the step of drag core file into the ds.exe??? There is nothing Output ...
I'm almost crazy~~~ :(

Re: Death Stranding (PS4)

Posted: Mon Aug 30, 2021 9:32 pm
by Synrvrer3
Does anyone know if cliffs trenchcoat model is available to be ripped?

Re: Death Stranding (PS4)

Posted: Sat Sep 04, 2021 2:30 pm
by Heraizen
Anyone figured out how to extract images from packed_pink\interface\textures\ds\

Looking to get some of the menu and map icons for a project?