Page 7 of 15

Re: [X360] Star Ocean The Last Hope

Posted: Fri Sep 23, 2011 7:27 pm
by TheDude
Paddle Boat:
X360......soz0___PACK 1035___File 95___2,871 KB___io005
PS3......PACK 2614___File 49___2,677 KB___io005

Doggie:
X360......soz0___PACK 1194___File 0___1,909 KB___cn009
PS3......PACK 1022___File 14___1,497 KB___cn009

Amina's Grandfather:
X360......soz1___PACK 198___File 1___2,235 KB___cn017
PS3......PACK 1039___File 174___1,771 KB__cn017

Ghimdo:
X360......soz0___PACK 770___File 8___3,092 KB___cn008
PS3......PACK 2156___File 24___2,207 KB__cn008

Bunny:
X360......soz0___PACK 623___File 5___1,021 KB___cn095
PS3......PACK 1039___File 180___958 KB___cn095

Meracle - cat form:
X360......soz0___PACK 1207___File 0___2,544 KB___cp006
PS3......PACK 1761___File 18___2,406 KB___cp006

Commander Stephen D. Kenny:
X360 (Body)soz0___PACK 1311___File 6___1,892 KB___cn003
X360 (Face)soz0___PACK 1311___File 10___1,136 KB___cn003
PS3......PACK 2135___File 0___2,067 KB___cn003

Still trying to find weapons...

EDIT: Am I the only person who didn't realize Lymle has 4 sets of clothing?!
Image

Pack 1300 file 9 has the 2 you see on the right (PS3)

Re: [X360] Star Ocean The Last Hope

Posted: Sat Sep 24, 2011 12:15 am
by Rayved
Now that you mention it, I remember she had different clothes before she joined (I think) but afterwards, I had never noticed.

Re: [X360] Star Ocean The Last Hope

Posted: Sat Sep 24, 2011 1:23 am
by Satoh
At least one of those is a specular map, it determines the color and amount of reflected light that hits the material. It's basically what make's Meracle's clothes look purple in the light (because on the texture they're midnight blue) and apparently does similar with Lymle...

Unless you mean there are 4 sets of Texture, Specular, Normal, etc[other detail map types] in the file.
I was a bit confused by the textures at first but eventually figured it all out.

There should be a specular map for the hair as well.

EDIT: Looked at Lymle's files, the 'second color' for each of those clothing sets is indeed the specular map, and the #1 and #3 colors appear to be authentic; At least the 3rd one isn't in the texture set I have for her.

So she has 2 outfits... even this is interesting... I don't recognize the white one.

EDIT2: Also I figured out what the 'blue sparkle' is. Its the environment map, it seems to be a rudimentary cube map or something, the dot in the center is the sun or moon, and the spiky things around the outside are trees. Thus the center represents the up direction of the environment.

Re: [X360] Star Ocean The Last Hope

Posted: Sat Sep 24, 2011 5:55 am
by TheDude
Yes, given the difference in texture sizes that would make sense.
I've never seen a colored specular map that could pass for a diffuse though,... strange.
It must be.........wait for it........................................an Advanced Specular Map! LOL!

Re: [X360] Star Ocean The Last Hope

Posted: Sat Sep 24, 2011 6:53 am
by Satoh
Well if you consider that the regular textures are all flat with no painted shadows, and specular lighting is generally pure white. But if you think about it, characters' clothes reflect a variety of different colors: Meracle's clothes are blue but reflect a bright purple, Arumat's cape is flat gray but reflects with a dull reddish color.

Specular maps used to be pretty similar to the outdated bump map style, grayscale with (roughly) high spots being lighter (thus more reflective) and low spots being usually black or dak gray (less reflective).

Hang in for a bit I'ma school you guys on something I learned as a modeler...
Specular maps don't modify the amount of reflection a model has, as you might expect. Rather, specular maps change the -color- of the reflected light. Reflected light is normally pure white. Black is the absence of light, or in this case, of white, and thus does not reflect at all. The darker the color, the less it reflects, obviously.

Somebody eventually discovered that making something reflect in technicolor was exactly the same technology as white. The same is true of glow maps in the rare instances you need them. Most games when it was new technology, used white, but colors work too.

Also, the reason the spec-maps are all grainy, is to simulate the very fine texture of things like skin, which reflects in some places, and not in others, at any given moment.

For those that knew this, sorry for the wasted time, for those that didn't, grats, I've taken away some of your knowledge space.

Re: [X360] Star Ocean The Last Hope

Posted: Sat Sep 24, 2011 7:08 pm
by Rayved
I've seen an exemple at school where the specular of a 3d face is applied to a real photo and then the teacher could make the face look like it was wet and stuff by selecting the right color (pink or green) and applying an effect to that area but on the photo instead.

Re: [X360] Star Ocean The Last Hope

Posted: Sat Sep 24, 2011 10:51 pm
by TheDude
The Dude has been schooled by Satoh. :keke:
I played the part of the game where you meet Lymle for the first time and noticed
the coloring on her clothing didn't look nearly as flat compared to that render.
I guess that proves it right there. :D
Now I'm wondering why all I've seen before are the grayscale versions....

Well anyway, while I'm at it, here are some more peoples:


EDIT: Here's the final list. (cause I'm sick of searching for things :D )
http://www.mediafire.com/?0yk3sch8ir368ai

Re: [X360] Star Ocean The Last Hope

Posted: Sun Sep 25, 2011 12:46 am
by Rayved
Can someone post an exemple of a good header for a dxt file? I can't find any dxt files at all anywhere to take it from.

Oh, and when I open Arumat's texture file with texture finder, I can't find any good setting to view it well. If i use the headers trick, will it work?

One last thing. I'd like to know what application can edit DXT files. I found a plugin for photoshop online but it doesn't seem to work with CS4 so maybe there's something else.

Re: [X360] Star Ocean The Last Hope

Posted: Sun Sep 25, 2011 8:38 pm
by TheDude
Rayved wrote:Can someone post an exemple of a good header for a dxt file? I can't find any dxt files at all anywhere to take it from.

Oh, and when I open Arumat's texture file with texture finder, I can't find any good setting to view it well. If i use the headers trick, will it work?

One last thing. I'd like to know what application can edit DXT files. I found a plugin for photoshop online but it doesn't seem to work with CS4 so maybe there's something else.
Here's some samples:

Code: Select all

512x512 DXT1 RGB8888

444453207C00000007100000000200000002000000000000000000000000000000000000000
000000000000000000000000000000000000000000000000000000000000000000000000000
002000000004000000445854310000000000000000000000000000000000000000001000000
0000000000000000000000000000000


1024x512 DXT1 RGB8888

444453207C00000007100000000200000004000000000000000000000000000000000000000
000000000000000000000000000000000000000000000000000000000000000000000000000
002000000004000000445854310000000000000000000000000000000000000000001000000
0000000000000000000000000000000


2048x1024 DXT1 RGB8888

444453207C00000007100000000400000008000000000000000000000000000000000000000
000000000000000000000000000000000000000000000000000000000000000000000000000
002000000004000000445854310000000000000000000000000000000000000000001000000
0000000000000000000000000000000




512x512 DXT3 RGB8888

444453207C00000007100800000200000002000000000400000000000000000000000000000
000000000000000000000000000000000000000000000000000000000000000000000000000
002000000004000000445854330000000000000000000000000000000000000000001000000
0000000000000000000000000000000


1024x512 DXT3 RGB8888

444453207C00000007100800000200000004000000000800000000000000000000000000000
000000000000000000000000000000000000000000000000000000000000000000000000000
002000000004000000445854330000000000000000000000000000000000000000001000000
0000000000000000000000000000000


2048x1024 DXT3 RGB8888

444453207C00000007100800000400000008000000002000000000000000000000000000000
000000000000000000000000000000000000000000000000000000000000000000000000000
002000000004000000445854330000000000000000000000000000000000000000001000000
0000000000000000000000000000000
Also, this site has all you info you need + a link to a C program for writing DDS headers:
http://atlantica.wikia.com/wiki/Forum:N ... dissection

Re: [X360] Star Ocean The Last Hope

Posted: Thu Sep 29, 2011 6:37 pm
by TheDude
Here's how to give all the files their proper file extensions.
http://mrfuzzlebum.deviantart.com/art/M ... -260811194

Re: [X360] Star Ocean The Last Hope

Posted: Tue Oct 04, 2011 4:49 am
by Rayved
Lots of thanks !

Re: [X360] Star Ocean The Last Hope

Posted: Fri Oct 21, 2011 3:04 am
by Aurangzeb56
I finally got the the 360 version of Star Ocean The Last Hope. :D It's a PAL version though,so could you guys tell me how to extract the model from the 360 ISO file?

Re: [X360] Star Ocean The Last Hope

Posted: Mon Oct 24, 2011 7:38 pm
by TheDude
Aurangzeb56 wrote:I finally got the the 360 version of Star Ocean The Last Hope. :D It's a PAL version though,so could you guys tell me how to extract the model from the 360 ISO file?
Use XBOX 360 ISO Extract by somski on the disc image

Copy the 2 sections of code that chrrox posted on the first page
(Posted: Sun May 30, 2010 12:21 am)
into a text file and give it a name like bin.bms

Run quickbms and choose soz0.bin when asked followed by the bin.bms script

Get Aluigi's slz bms script:
http://aluigi.altervista.org/papers/bms/slz.bms

Run quickbms on the PACK files using slz.bms
If you wish to extract all of the files then open a command prompt and type:
for %x in (*.PACK) do quickbms slz.bms "%x" "%CD%"
Otherwise you can just use the list I posted above for specific characters.
Also it's formated to work with Damned NFO Viewer so it probably looks wrong in other text viewers.
Then you'll either have to have quickbms in the same location or add it to
Windows' environment variables.
I just copied all the quickbms stuff to the same location where I was going to use it then deleted the copy.

And then......

Get a copy of xbdecompress and in a command promp type:
xbdecompress file newfile
or use
for /r %x in (*.xbcompress) do xbdecompress "%x" "%x.new"
if you want to decompress all the files

And then......

If you extracted all the files and want them to have the proper file extension,
I made a guide for that:
http://mrfuzzlebum.deviantart.com/galle ... /#/d4ba37e

And if you can make sense of all that and somehow succeed, then there's something wrong with you.
No, just kidding. :mrgreen: I think that's how I did it.

Re: [X360] Star Ocean The Last Hope

Posted: Wed Oct 26, 2011 5:21 am
by Aurangzeb56
The contents of this post was deleted because of possible forum rules violation.

Re: [X360] Star Ocean The Last Hope

Posted: Wed Oct 26, 2011 11:33 am
by chrrox
xbdecompress is command line.
xbdecompress.exe c:\compressed.pak c:\extract\file.ext