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Re: Final Fantasy XIII-2 extraction

Posted: Thu Dec 29, 2011 1:36 am
by chrrox
7kb is way to low that is the wrong file. most character texture files should be around 5mb and the model file should be >500k < 1.2 mb or so
Image

Re: Final Fantasy XIII-2 extraction

Posted: Thu Dec 29, 2011 1:46 am
by Krisan Thyme
Well yes. The two Noel TRB's are around 500k and the IMGB is around 3-4mb. The problem is that his IMGB isn't working with his TRB's, it's only working with this mysterious 7kb TRB that contains no mesh whatsoever. And I see now that you managed it, but I have no idea what you did, hmm.. Curse it all.

Re: Final Fantasy XIII-2 extraction

Posted: Thu Dec 29, 2011 1:56 am
by Krisan Thyme
Wait a sec.. I think I see the problem. I tried the script posted on the last page in this thread, not the one you ORIGINALLY posted in the Noesis thread. Huh. I'll need to poke around to be sure, but I think that's all my problem was.

Edit:
Yep, that was definitely my problem. The original script worked much much better overall than the one posted on the last page. I now have it working properly. Sorry for the inconvenience! I had no idea the two were even different until I took a look at them a few minutes ago.

Re: Final Fantasy XIII-2 extraction

Posted: Mon Feb 06, 2012 7:18 pm
by Jecht
lol... ya are quick for extract this thing in no time XD...
hmm.... if any ask, i don't really like the FF13, but... some time i get interesting in the clothes of the model, for take them...


to bad i don't have the iso, our ever space for get the model of this ones... well... just two, the rest can be erase it for ever LOL! [yeah, just the clothes of Snow & Sahara]

other thing, have any manage to extract that two?

Re: Final Fantasy XIII-2 extraction

Posted: Fri Feb 10, 2012 4:53 pm
by aspen552001
Hi, this is my first time trying to extract 3D models. Can someone please guide how and what should I do with the .bin files in order to extract the 3D models out.

Thanks a lot.

Re: Final Fantasy XIII-2 extraction

Posted: Mon Feb 13, 2012 12:10 am
by ultimaespio
Anyone mind uploading the latest quickbms? Aluigi's site's gone down.

Re: Final Fantasy XIII-2 extraction

Posted: Mon Feb 13, 2012 12:15 am
by finale00
Aluigi's site is fine.
Just don't use the altervista one.

Re: Final Fantasy XIII-2 extraction

Posted: Sun Feb 19, 2012 1:00 am
by s25jin
Stupid question I will.
i was extract *.bin(ex.white_z0240c_img.x360.bin)........ .*.trb using neosis . but i can't show imgb
could you tell me how to convert imgb to dds or pong ?

Re: Final Fantasy XIII-2 extraction

Posted: Sun Feb 19, 2012 4:49 pm
by Darko
s25jin wrote:Stupid question I will.
i was extract *.bin(ex.white_z0240c_img.x360.bin)........ .*.trb using neosis . but i can't show imgb
could you tell me how to convert imgb to dds or pong ?
Evrery trb must have a imgb file... basically renaming both of them with the same name will load the model correctly.

Re: Final Fantasy XIII-2 extraction

Posted: Thu Feb 23, 2012 4:08 pm
by damboc
hello,
Does anyone have there a solution for extracting audio files and subtitles
thank you

Re: Final Fantasy XIII-2 extraction

Posted: Sun Mar 04, 2012 5:15 pm
by mariokart64n
I bought DLC for this game, and want to modify it to add my own additional costumes
But unfortunately the DLC has compressed archives, and there seems to be no sign of data indicating pack/unpack size ?? :(
Still I think its possible to make small edits to the model and its textures, as long as my new compressed size is equal or smaller.

Goal:
Import the geometry /Edit and send back to the game


> I had a hard time importing the geometry, chroxx sent me his old FF13 script, written in maxscript. However the script would hang on trying to search for chunk IDs.
I just went into hex and manually input the offsets for all the objects of my model. However my imported geometry looked like this

Image

seems that the model is affected by some bounding box?????? the vertices were cut or divided into four quadrants.
I was able to easily move them back to there correct spot in 3dsmax, so atleast I have a method to input/output the vertices

..but when I tested my edits in game!! nothing happened :(

I coloured the bikini blue, and that shows in game
Image

however no vertex edits seem to be showing?????
Image

I went as far as taking a whole vertex chunk and nulling all with zeros! but nothing appears apparent ingame!!


Can anyone clarify the FF13-2 Format?

What I did was searched for the string "STMS"
this would bring me to 3 different data types, which would repeat
the first STMS instance is face data, the second instance is vertex data, and I'm not sure what the third instace is?

the STMS chunks just repeat in that order, and thats how I've imported the geometry. I'm only editing the second STMS instance (Vertices)

does anyone have an idea to why my vertex edits are not appearing ingame?


overview of method
- Jtagged Xbox360 (Freestyle Dashboard) transferred saves&dlc via FTP
- wxPirs to extract DLC from LIVE container
- QuickBMS / BMS script to dump & repack compressed files
- Maxscript to import / export 2d & 3d data
- Xbox360 SDK to create new LIVE package
- YarisSwap to hex the LIVE package to work on jtagged unit

Re: Final Fantasy XIII-2 extraction

Posted: Sun Mar 04, 2012 11:16 pm
by ultimaespio
Anyone know what this is?

Image

49260544.x360.trb if you want to see for yourself.

Turns out it's an adornment for your monsters...

Anyway there's a few models that either don't have UVs, or have distorted UVs. Particualarly 11530240.x360.trb.

Re: Final Fantasy XIII-2 extraction

Posted: Tue Mar 06, 2012 4:07 am
by EcheloCross
mariokart64n, I wrote a small utility to extract the different sections of the trb format. It allows you to align the data more quickly from different trb files for comparison in a hex editor.

Here is the link.
http://www.mediafire.com/?5mu4crcb58ub5c6

To use it, type the following at the command prompt:

"FFXIII trb Extractor.exe" <filename> <preferred prefix>
example: "FFXIII trb Extractor.exe" 1619968.x360.trb SerahBeachwear

If I may ask, what did you do to the trb to color the bikini blue?

Also, I took your advice and 0'ed out the second section of certain STMS chunks, and was successful in getting it to show up "in game".

Image

Image

I too, would like a better explanation of the trb AND imgb formats. It would be really nice to be able to edit the texture maps and put them back as well. :D

Re: Final Fantasy XIII-2 extraction

Posted: Tue Mar 06, 2012 8:09 pm
by TheDude
First, chrrox and MrAdults, you guys rock so hard I had to drive over to my mom's house and kick her in the face! (figure of speech) ¯\ (ツ) /¯

Second, mariokart64n, you're too ambitious. You're making the rest of us look bad. (°-°)

Third, EcheloCross, I second having detailed info on the trb AND imgb files.
Digital Tutors and Lynda don't have training videos for this stuff......|◔◡◉| Huuuuur

And finally, I didn't realize they used photo textures for the buildings in Academia; kinda cool: http://i.imgur.com/0iDqd.jpg

El Duderino, out.

Re: Final Fantasy XIII-2 extraction

Posted: Wed Mar 07, 2012 3:39 am
by EcheloCross
Well, I'm getting closer to understanding the trb + imgb relation. I've got the proper imgb segments into some kind of dds format based on what MrAdults said a year or so ago in the FFXIII-1 thread.
MrAdults explained the trb format pretty well for all parts of it in that old thread. The GTEX segments refer to the offsets, size and type in the corresponding imgb file.
See: viewtopic.php?p=36433#p36433

This is the output from noesis.
Image

..and this is what I'm able to get so far based on reading MrAdults advice.
Image
Its pretty easy to see once you get this far, that the data is endian swapped before you slap a dds header on it.
I'm not sure if I'm defining the dds header correctly.
The only way I get the data to load in the dxtex tool is using DXT1 for the FourCC bytes, but as you can see, this is not proving to be enough.

He mentions that he had to write an un-tiler, and I think that's where I'm at now.

If anyone can offer any guidance, please help. :)