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Re: Resident Evil Operation Racoon City

Posted: Fri Apr 13, 2012 1:50 am
by lllccc
hey guys does anyone know how to unpack or load the edgemodel i see pictures of people loading them on Noesis

but mine says file could not be previewed if someone can help me view or unpack the file that would be helpful

Re: Resident Evil Operation Racoon City

Posted: Fri Apr 13, 2012 7:57 pm
by fil1969
lllccc wrote:hey guys does anyone know how to unpack or load the edgemodel i see pictures of people loading them on Noesis

but mine says file could not be previewed if someone can help me view or unpack the file that would be helpful
have u put Chroxxx script inside the Noesis \plugins\python directory?

Re: Resident Evil Operation Racoon City

Posted: Sat Apr 14, 2012 1:41 am
by lllccc
hmm that could be why but i cant find it anywhere would you be able to push me in the right way?

the only phy's i have are the .ssg exracting files

Re: Resident Evil Operation Racoon City

Posted: Sat Apr 14, 2012 8:30 am
by fil1969
lllccc wrote:hmm that could be why but i cant find it anywhere would you be able to push me in the right way?

the only phy's i have are the .ssg exracting files
here: download/file.php?id=5253

you have to put this Chroxxx script in the directory i say u.

Re: Resident Evil Operation Racoon City

Posted: Sun Apr 15, 2012 3:57 am
by lllccc
ok 1 more question is there's a repacker and can you edit the model's

Re: Resident Evil Operation Racoon City

Posted: Tue Apr 17, 2012 3:52 am
by Jodan
@ lllccc, currently, there is no repacker and no one on this site has mentioned that they are working on such a tool.
@ ReFan, good eye on identifying the correlation of the file size to the images' resolution...

I was curious, if anyone here has experience with python scripts... I want to edit the released xpr script (by Mr Adults) with a set of instructions that will check a selected xpr file (when it is clicked on in Noesis) size and change the values (height, width, and fmt) depending on that file size.

example without the correct commands...
--------------------------------------------------------
def registerNoesisTypes():
handle = noesis.register("Hackity Hack Hack", ".xpr")
noesis.setHandlerTypeCheck(handle, noeCheckGeneric)
noesis.setHandlerLoadRGBA(handle, hackLoadRGBA)
return 1
def hackLoadRGBA(data, texList):
# (CHANGES To the script would begin here and look similar to the following...)
# (fileSize = actual file size of *.xpr w= width h= height fmt= NOESISTEX_DXT1 or NOESISTEX_DXT5)
# 33k size file uses the following...
if fileSize == 33k then w == 128, h== 128, fmt == NOESISTEX_DXT5
# 17k size file uses the following...
elif fileSize == 17k then w == 128, h == 128, fmt == NOESISTEX_DXT1
# 353k size file uses the following...
elif fileSize == 353k then w == 512, h == 512, fmt == NOESISTEX_DXT5
# repeat this file size process until all varibles are covered..
# changes would end here... would possibly need more lines to explain how the script checks the selected file's physical size and what to do when there is no match to the file size...
data = rapi.imageUntile360DXT(rapi.swapEndianArray(data, 2), w, h, 8 if fmt == noesis.NOESISTEX_DXT1 else 16)
texList.append(NoeTexture("hacktex", w, h, data, fmt))
return 1
-----------------------------------------------------------------------

Anyone's help or thoughts on how this script could be rewritten to do this would be greatly appreciated... I did do some research online but did not come across anything that would do what I mentioned above... currently I can manually change the script for each condition but it takes more time that it should...any help would be appreciated.

Re: Resident Evil Operation Racoon City

Posted: Thu Apr 19, 2012 11:54 pm
by napoleon321
The archive extraction script and the model import script works fine... However the texture import script does not work... All I got are broken/twisted/grained images... and I doubt that the original textures are like that...Can someone explain how to get the proper textures from the xpr files? Thanks. :)

Re: Resident Evil Operation Racoon City

Posted: Fri Apr 20, 2012 7:32 pm
by fil1969
napoleon321 wrote:The archive extraction script and the model import script works fine... However the texture import script does not work... All I got are broken/twisted/grained images... and I doubt that the original textures are like that...Can someone explain how to get the proper textures from the xpr files? Thanks. :)
open the texture scrip with the note pad, follow the textures chart (you can find it in the previous page). you can see that every textures have a size, you have to edit the script for all the kind of textures you want extract..
for example: the texture have size 2737k you have to edit the lines in the script with this: imgWidth: 2048 imgHeight: 2048 and in the compression field you have to write in this case: dxt1.
save the document, restart noesis and you can see the correct texture displayed.. for the different sizes, you have to do the same, but change widht and height and compression as shown in the chart.. btw is this:

Image size---------Resolution-------DX Type
17k-----------------128 * 128-----------DXT1
33k-----------------128 * 128-----------DXT5
49k-----------------256 * 256-----------DXT1
65k-----------------256 * 128-----------DXT5
97k-----------------256 * 256-----------DXT5
177k----------------512 * 512-----------DXT1
193k----------------512 * 256-----------DXT5
353k----------------512 * 512-----------DXT5
689k----------------1024 * 1024--------DXT1
705k----------------1024 * 512----------DXT5
1377k---------------1024 * 1024--------DXT5
2737k---------------2048 * 2048--------DXT1
5473k---------------2048 * 2048--------DXT5

Re: Resident Evil Operation Racoon City

Posted: Tue Apr 24, 2012 7:17 pm
by Jodan
Yes, that chart was posted by REfan, earlier to help explain how to fix the textures (definitely something worth pointing out again as fil1969 has done)... but doing this manually is time consuming, hence my above post to create a script that would take into account the file size and then based on this, correct the image width/height and format accordingly.

Also it is important to note that while most textures adhere to that chart there is a small percentage of them that do not... so for those you will have to mess around with the height, width, and format to fix those.

Basically we need a script edit that looks at the file size of the selected image first (this is the part that eludes me; I've been looking at different scripts that can do this) and then applies the correct h,w, and dxt format before displaying the image in noesis.

Re: Resident Evil Operation Racoon City

Posted: Thu May 10, 2012 10:21 pm
by REfan
Master Chrrox, I heared that you are working on PC version of REORC. It seems that the PC models are endian swapped and thus your code can't show them. Is it possible to chage your code so that it can show the PC models too? And what's up about the skeletons? have u succeded in extracting skeleton info?

Re: Resident Evil Operation Racoon City

Posted: Thu May 10, 2012 10:44 pm
by chrrox
once the game is out ill update my tools.

Re: Resident Evil Operation Racoon City

Posted: Sat May 12, 2012 9:46 pm
by Kamillho
Thanks, and good luck!

Re: Resident Evil Operation Racoon City

Posted: Fri May 18, 2012 8:46 pm
by chrrox
here is the quickbms script for this game it works on compressed ssg files and uncompressed ssg files.
it does not work on some of them that have compressed and uncompressed files in them because it is to much work to bother coding it if someone wants to add to this feel free.

Code: Select all

#quickbms script
#resident evil operation racoon city (PC)
#by chrrox
comtype unzip_dynamic
get idstring long
get null long
get offtblSize long
get nametblSize long
get arcSize long
get null long
get chnktblSize long
get padSize long

set files offtblSize
set chunks chnktblSize
math chunks / 4
math files / 0x20

set offtblOff 0x20
set chnktblOff offtblOff
math chnktblOff + offtblSize
set nametblOff chnktblOff
math nametblOff + chnktblSize
set filebase nametblOff
math filebase + nametblSize

set offset filebase
if chnktblSize != 0
set offset 0
goto chnktblOff

set counter 0
for i = 0 < chunks
get chunksize long
if chunksize != 0
math counter + 1
putarray 0 i chunksize
endif
next i

append
set start filebase
for i = 0 < counter
getarray zsize 0 i
clog MEMORY_FILE start zsize zsize
math start + zsize
next i
append
endif

for i = 0 < files
goto offtblOff

get glblid long
get nameoff long
get size long
getdstring null 0x8
getdstring type 4
getdstring null 0x8
math nameoff + nametblOff

savepos offtblOff

goto nameoff
get name string

if type == "HKPT"
string name + .hkpt
elif type == "TALP"
string name + .plato
endif

if chnktblSize != 0
log name offset size MEMORY_FILE
math offset + size
goto offset MEMORY_FILE
padding padSize MEMORY_FILE
savepos offset MEMORY_FILE
else
log name offset size
math offset + size
goto offset
padding padSize
savepos offset
endif

next i


Re: Resident Evil Operation Racoon City

Posted: Fri May 18, 2012 10:29 pm
by lumekano
well......... i'll try this code soon thx u ^^ {i feel like some people ask to u help me }

Re: Resident Evil Operation Racoon City

Posted: Sat May 19, 2012 11:31 am
by Yuhop
here is the quickbms script for this game it works on compressed ssg files and uncompressed ssg files.
it does not work on some of them that have compressed and uncompressed files in them because it is to much work to bother coding it if someone wants to add to this feel free.
Thanks a lot. Works fine for me. But there is another problem: It seems that .edgemodel's from PC are way different and bigger than xbox ones (they has different headers too) and old scripts for noesis won't load them.