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Re: FolkLore (PS3)

Posted: Wed May 04, 2011 7:02 pm
by The Chief
It should exctract 4306 files.

Re: FolkLore (PS3)

Posted: Wed May 04, 2011 7:35 pm
by rexil
Image
I'm using the bms script posted in the first page, it only extract those 14 files.

Re: FolkLore (PS3)

Posted: Wed May 04, 2011 8:24 pm
by chrrox
each file is only one character so that sounds correct.

Re: FolkLore (PS3)

Posted: Wed May 04, 2011 8:38 pm
by rexil
chrrox wrote:each file is only one character so that sounds correct.
I have imported the files to max but they are all the same guy. :[

EDIT: Thank you Chief it's working now. :D

Re: FolkLore (PS3)

Posted: Tue Jul 10, 2012 4:20 pm
by Blank9
Hey peeps,

I'm new to the forums, I think the stuff you do here is really great. Would somebody kind be able to point me in the direction of a tutorial so I can attempt to extract the Folklore models? I have 3d modelling experience but have never attempted anything like an extraction before or running max scripts. Im guessing i have to get my pc to read the folklore discs and then run the extraction script posted here?

I also own all the Folklore dlc and would like to know if the same process is possible. Some of the dlc "folk" looked awesome.

thanks in advance for your help. ^__^

Re: FolkLore (PS3)

Posted: Tue Jul 10, 2012 5:55 pm
by The Chief
Blank9 wrote:Hey peeps,

I'm new to the forums, I think the stuff you do here is really great. Would somebody kind be able to point me in the direction of a tutorial so I can attempt to extract the Folklore models? I have 3d modelling experience but have never attempted anything like an extraction before or running max scripts. Im guessing i have to get my pc to read the folklore discs and then run the extraction script posted here?

I also own all the Folklore dlc and would like to know if the same process is possible. Some of the dlc "folk" looked awesome.

thanks in advance for your help. ^__^
The Normal BD Drives for pc cant read PS3 discs there was one drive the Lite on that can read those discs but dont know how much
those costs and for the DLC from the game are edat files encrypyted and there is no tool that can open them =/.

Re: FolkLore (PS3)

Posted: Tue Jul 10, 2012 7:57 pm
by Blank9
Thank you for the reply.

I'm confused however; how is it that people on the thread are extracting the models? using the lite drive you have mentioned?

Re: FolkLore (PS3)

Posted: Tue Jul 10, 2012 8:47 pm
by chrrox
you need hacked ps3 and a copy of the game the only way to legally extract the files.

Re: FolkLore (PS3)

Posted: Sat Jul 14, 2012 12:29 am
by Blank9
Apologies for the noobishness, Is there a tutorial for running the max script? Or can somebody give me a layman's terms run-down so I can attempt this?

do I want to be working on the arc? bin file? the model.bin file? Or require an additional program?

I searched the tutorial forums but wasn't quite sure what I was looking for.
Again, thank u for your time.

Re: FolkLore (PS3)

Posted: Sat Jul 14, 2012 1:02 am
by The Chief
Blank9 wrote:Apologies for the noobishness, Is there a tutorial for running the max script? Or can somebody give me a layman's terms run-down so I can attempt this?

do I want to be working on the arc? bin file? the model.bin file? Or require an additional program?

I searched the tutorial forums but wasn't quite sure what I was looking for.
Again, thank u for your time.
First you need to run the quickbms script on the bin file that are in the bin folder after that you will get many bi5_ files then just
use the bio5_ script to get the cdm files with those files just open 3dmax and use the maxscript that chroxx posted , also grab the
dds texture converter so you can convert the sdd to dds.

So in other words:

Run the bin script on the bin file
Use the bio5_ script on them to get CMD files
and last use the max script on the CMD to import the models in max studio.

All those scripts are in this thread. :)

Re: FolkLore (PS3)

Posted: Sat Jul 14, 2012 1:13 am
by Blank9
The Chief wrote:
Blank9 wrote:Apologies for the noobishness, Is there a tutorial for running the max script? Or can somebody give me a layman's terms run-down so I can attempt this?

do I want to be working on the arc? bin file? the model.bin file? Or require an additional program?

I searched the tutorial forums but wasn't quite sure what I was looking for.
Again, thank u for your time.
First you need to run the quickbms script on the bin file that are in the bin folder after that you will get many bi5_ files then just
use the bio5_ script to get the cdm files with those files just open 3dmax and use the maxscript that chroxx posted , also grab the
dds texture converter so you can convert the sdd to dds.

So in other words:

Run the bin script on the bin file
Use the bio5_ script on them to get CMD files
and last use the max script on the CMD to import the models in max studio.

All those scripts are in this thread. :)
Excellent! thank you for the breakdown.
I only have a games art background, I have never run either a script or a max script before. How do I do this? I'm assuming the models are in the "models.bin" although there are others bin files there.

again thank you for your time.

Re: FolkLore (PS3)

Posted: Sat Jul 14, 2012 1:34 am
by The Chief
OK first you need to download Quickbms from aluigi site:
http://www.aluigi.org/

Then just open and select the .txt script for the .bin file (its a huge big file of 2 GB )

endian big
open FDDE fht_ 0
open FDDE bin_ 1
get files asize
math files / 0x28
for i = 0 < files
getdstring name 0x20
get size long
get offset long
log name offset size 1
next i

Save that in .txt format and use quickbms on that , then you will get the bio5_ files
for the bio5_ run this other script:

endian big
get totalsize long
get files long
math files - 1
get tablestart long
get namestart long
math tablestart + 4
for i = 0 < files
goto tablestart
get offset long
savepos tablestart
get size long
if i == files
get size asize
endif
math size - offset
goto namestart
getdstring name 0x18
savepos namestart
goto offset
getdstring ext 0x4
if ext == "CMD"
get size long
endif
string name + .
string name + ext
log name offset size
next i

Runing that will get you the CMD files then just copy the text that chroxx release on the first page and paste on a txt file just
rename that to ms and open max studio run script and select and CMD file and you will able to imprt the model file , also on the
first page copy the dds script so you can convert the SDD files to DDS. :wink:

Re: FolkLore (PS3)

Posted: Thu Mar 14, 2013 9:34 am
by Blank9
Huge thanks for your post Chief it helped immensely and of course Chrrox for all the awesome.
Big apologies for my utter noobishness.
Im getting there, got really close but i think ive got a bit lost. If anyone could help me with the following:

1. When i extract the Bin is it just the model.bin or the others aswell?

2. When running BI5 to CMD am I supposed to keep these in the same folder or can I put in a fresh folder?
Am I narrowing it down to just the character files or keeping it in one big ol mess.

3. What are the sort of filenames for the main SDD's to convert?
I've noticed some of the SDD's contain 0kb and I think the converter doesn't like them. seems to just stop the process if I try to convert them in a batch. Is this normal or have I done something wrong? I tried to isolate ones with C and N in them which im assuming is colour and normal maps. IE: c353_c, c353_n but they're tiny 4kb. Or do I just want the C353s ones that are 172kb.

4. Where are the bone files contained and what is the file name?
On my 2nd attempt I couldn't even find those files so I definitely missed something.

5. Can someone give me an example of the naming conventions and files I would require to put a character together in Max? I think I might have an easier job if I could do it by single character.

On my first attempt I got Keits in Max with bones and managed to apply his hair, face and eye textures with an DDS but the rest of his body textures weren't there. I'm not sure if he should only have 1 DDS and i applied it wrong, i buggered it or i was supposed to be finding a second one. On my second attempt at the whole process i managed to get a single poly into max lol utter fail.

Any help greatly appreciated.