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Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work

Posted: Wed Feb 23, 2011 8:21 pm
by Kharaxel
The contents of this post was deleted because of possible forum rules violation.

Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work

Posted: Thu Feb 24, 2011 4:41 pm
by Chimera
Okay so I was able to extract the files from Jills arc file :)

but the file extensions appear as .( insert random number here )

how do I fix that ?

and also Is it possible to get them with the bones or as an OBJ file only ?

Thank you very much :)

Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work

Posted: Thu Feb 24, 2011 6:56 pm
by aaronindhouse
@ chimera:
The "if type == ................" lines in the bms script are using values that arent from mvc3 so its just printing out the values it gets from "get type long". To fix this you need to find the new type values and change them.

dds dtx5 textures use 8 bits for their alpha channel so repacking back into dds after the green-alpha swap causes a loss in image quality. Im thinking im going to repack into a tga file? the format seems simple enough unless there is a better format to use? any requests or suggestions?

also i'm set up in 010 editor right now(i love how quick it is) but it seems simple enough to get the code running in c++. any useful docs, or documentation pages for c++ that will help with the porting process?

Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work

Posted: Fri Feb 25, 2011 1:36 am
by Nexus Elite ns
aaronindhouse wrote:@ chimera:
The "if type == ................" lines in the bms script are using values that arent from mvc3 so its just printing out the values it gets from "get type long". To fix this you need to find the new type values and change them.

dds dtx5 textures use 8 bits for their alpha channel so repacking back into dds after the green-alpha swap causes a loss in image quality. Im thinking im going to repack into a tga file? the format seems simple enough unless there is a better format to use? any requests or suggestions?

also i'm set up in 010 editor right now(i love how quick it is) but it seems simple enough to get the code running in c++. any useful docs, or documentation pages for c++ that will help with the porting process?
So There a way to get the meshes then? But how do we find the values for each files then?

Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work

Posted: Fri Feb 25, 2011 5:22 am
by Chimera
@aaronindhouse

thank you very much :)
I'm also trying to find a way to convert these files into obj and dds :mrgreen: :lol:

Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work

Posted: Fri Feb 25, 2011 5:31 am
by chrrox
its how they stored the models that's the problem they are using a new method for storing indecies If i could figure it out i would of posted the script already if you can figure out how to read them just post how and the exporter is done.

Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work

Posted: Fri Feb 25, 2011 12:27 pm
by Chimera
I still couldn't figure out how to get it exported this is actually harder than I thought :eek:

Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work

Posted: Fri Feb 25, 2011 12:40 pm
by MrAdults
Noesis 2.85 can extract ps3 version archives with proper extensions and load/convert the .tex files, but most models will show as incomplete point clouds. Due to the index issue chrrox mentioned. The models that draw correctly are also missing most vertex data because I haven't even bothered decoding the vertex formats. (more worried about the index buffers) I think the key to this data is to look at the encoding key data present after the main mesh list which corresponds exactly to the total index buffer to each mesh, but I haven't figured out what to do with it.

Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work

Posted: Fri Feb 25, 2011 10:13 pm
by darkloner
The contents of this post was deleted because of possible forum rules violation.

Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work

Posted: Sat Feb 26, 2011 7:43 am
by unkoburizou
Thanks MrAdults  :mrgreen:
Noesis is greatest tool!

Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work

Posted: Sat Feb 26, 2011 11:59 am
by Kharaxel
darkloner wrote:Can anyone tell how to open the .spc files?
Actually scratch my previous post. Use the newest Noesis, as mentioned above, to extract the files. It turns out they have extension: .spac .

Still... dunno what to do with them. I looked around but no answer.

Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work

Posted: Sat Feb 26, 2011 7:45 pm
by aaronindhouse
Mr adults, are you implementing any channel swapping or mixing when you import the dtx5 textures? I was just wondering because I'm just about to implement it myself and would probably shift my focus to the mod format if you have already done this in neosis

Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work

Posted: Sun Feb 27, 2011 2:28 am
by Gh0stBlade
The .SPC files contain the SFX noises in Resident Evil 5. I have an extractor for this but the sounds are useless.

Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work

Posted: Wed Mar 02, 2011 10:23 am
by VILE
I have compiled some info on this file format and am writing an extractor and compiler in C#.

The format itself is pretty easy, anyone interested in my notes?

Re: MvC3 .ARC files. Older Capcom .ARC extractors don't work

Posted: Wed Mar 02, 2011 1:29 pm
by Researchman
Interesting to see your notes, VILE.