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[TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts!
#46
(01-16-2016, 06:27 AM)Toshio Wrote: I recall that once I used quickbms, but the models came without textures and even non uv mapped.

How much things changed?

Not much, I still think that most functions of QuickBMS are the same

(01-18-2016, 09:23 PM)Lilothestitch Wrote: Question. Is there a quickbms script that can extract .bin files from games made by JADE Engine?
No, there is not. There was an unpacker on xentax, that could unpack the JADE engine files.
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#47
(01-18-2016, 09:25 PM)ThatTrueStruggle Wrote:
(01-16-2016, 06:27 AM)Toshio Wrote: I recall that once I used quickbms, but the models came without textures and even non uv mapped.

How much things changed?

Not much, I still think that most functions of QuickBMS are the same

(01-18-2016, 09:23 PM)Lilothestitch Wrote: Question. Is there a quickbms script that can extract .bin files from games made by JADE Engine?
No, there is not. There was an unpacker on xentax, that could unpack the JADE engine files.

Yeah. I tried that but it didn't work. Maybe I can send some samples to see if anyone can help.
[Image: 33426ca52b.png]
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#48
I'm trying to edit a .bin file. This file contains only relink of audio files. This is the header:

[Image: ysUN8r8.png]

I don't know real file estension and if it's crypted. I would know how working.
Here is the file .bin:
http://www53.zippyshare.com/v/oOJdjJsK/file.html

Can anyone help me please with a BMS Script? Or you can suggest a procedure to follow?
Thanks a lot.
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#49
(01-21-2016, 11:02 AM)maurid Wrote: I'm trying to edit a .bin file. This file contains only relink of audio files. This is the header:

[Image: ysUN8r8.png]

I don't know real file estension and if it's crypted. I would know how working.
Here is the file .bin:
http://www53.zippyshare.com/v/oOJdjJsK/file.html

Can anyone help me please with a BMS Script? Or you can suggest a procedure to follow?
Thanks a lot.

It only contains file names and offsets; there is no data to actually be extracted. I'm not sure what you want to do with it :/
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#50
(01-21-2016, 11:34 AM)ThatTrueStruggle Wrote:
(01-21-2016, 11:02 AM)maurid Wrote: I'm trying to edit a .bin file. This file contains only relink of audio files. This is the header:

[Image: ysUN8r8.png]

I don't know real file estension and if it's crypted. I would know how working.
Here is the file .bin:
http://www53.zippyshare.com/v/oOJdjJsK/file.html

Can anyone help me please with a BMS Script? Or you can suggest a procedure to follow?
Thanks a lot.

It only contains file names and offsets; there is no data to actually be extracted. I'm not sure what you want to do with it :/

I need to relink audio file and so edit this file. How could you undestand anything?
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#51
(01-21-2016, 11:02 AM)maurid Wrote: I'm trying to edit a .bin file. This file contains only relink of audio files. This is the header:

[Image: ysUN8r8.png]

I don't know real file estension and if it's crypted. I would know how working.
Here is the file .bin:
http://www53.zippyshare.com/v/oOJdjJsK/file.html

Can anyone help me please with a BMS Script? Or you can suggest a procedure to follow?
Thanks a lot.

What game is that .bin file from? Is it from Beyond Good & Evil? If not then can you take a look at these? https://www.mediafire.com/?1cuybn13ycbor6d
[Image: 33426ca52b.png]
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#52
Hope someone could help me. I'm trying to extract the files from Defiance .WAD files.

So far I get it to extract 2 .dat files than it hangs and dumps a 250mb file.

I've noticed that on every second line, there is xxxxx.<V which I believe is each individual file. I honestly have no idea how to break it apart. I've read and re-read the tutorial but it's mind boggling to say the least.

       

SCRIPT:
endian little
idstring "WADF\x00"
get archiveSize long
get fileCount long
get null long
for i = 0 < fileCount
   get pointer long
   get length long
   getdstring name 0x8
   log name pointer length
next i
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#53
I can't really help, because I don't have the file. Having samples would help out more.
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#54
(02-07-2016, 06:05 PM)ThatTrueStruggle Wrote: I can't really help, because I don't have the file. Having samples would help out more.

Wish uld upload them, but they're 200 + Megabytes. Thanks anyways mate Smile
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#55
The Legend of Zelda: Twilight Princess HD - *.PACK unpacker

Too bad the *.GTX files don't all convert properly, looks like they have more than one texture each, and the current converter only grabs the first one. Hrm.
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#56
lol that script works for me actually... sure it gives me only 1 GTX file for the main map model.. but the other .pack files gives me multiple GTX files... altho is it just me, or did they keep the old textures inside the .rarc files, and just added in the .PACK files for the HD textures
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#57
(03-03-2016, 11:22 PM)Demonslayerx8 Wrote: lol that script works for me actually... sure it gives me only 1 GTX file for the main map model.. but the other .pack files gives me multiple GTX files... altho is it just me, or did they keep the old textures inside the .rarc files, and just added in the .PACK files for the HD textures
Yeah, the rest of the HD textures are all packed into that one GTX file (that's why the one DDS file is much smaller than the GTX, normally it'd be about the same).

And yeah, I think the .ARC files are the exact same from the regular Twilight Princess, there's still the BMD files in there which the game may not even use since all of the models are already converted to *.GMX. :v
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#58
lol i actually looked into the arc files... and there's some BMD files that opens in BMDview2 (like the bmd files from the stage.arc files), but other BMD files wont open due to an updated format O.o

soo thats pretty.. mysterious :v

edit:
are you gonna update the script to extract the other GTX files from the main gtx file?
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#59
I have PSP Danball Senki game and I don't know how to get the quickbms to work on .pac file extention. I can see the GMO file in hex editor but I can't make the script for it.
Never mind I got it done.
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#60
I'm now trying to extract the files from Infinite Crisis' .rp archives. Using the tutorial, I've determined that the archives are "10P"
. I've guessed that the Endian is little, but that may be wrong. This is the code I have so far:

endian little

idstring "10P"
get archiveSize long
get fileCount long
get null long
for i = 0 < fileCount
   get pointer long
   get length long
   getdstring name 0x20
   log name pointer length
next i

The code extracts the first bunch of blank data as .dat files, then continuously requests file renaming. Any ideas on what can be done. I've uploaded 3 .rp files to my onedrive to use as a reference. If more are needed, I can upload them Smile

https://onedrive.live.com/redir?resid=28...older%2crp
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