[TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts! - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: The Resources (https://www.vg-resource.com/forum-109.html) +--- Forum: General Ripping (https://www.vg-resource.com/forum-145.html) +--- Thread: [TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts! (/thread-28180.html) |
RE: [TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts! - beastedot9 - 03-06-2016 Hello, really appreciate this tutorial and I thank you for it. I am trying to get myself acquainted with QuickBMS so I started with the Pak0 file from the Quake 2 demo and although I've analysed it okay, my script seems to be off. Been trying for a while now and feel like a complete idiot because I know it's probably a stupid mistake lol. I'd appreciate any help Code: idstring "PACK" File in question: https://mega.nz/#!MhhTiBrS!Ng_xeSoYMKLdOAMm_a6c4mNBJzmRRTIVO6uunA559H8 RE: [TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts! - Struggleton! - 03-09-2016 (03-06-2016, 09:17 PM)beastedot9 Wrote: Hello, really appreciate this tutorial and I thank you for it. Oh, I didn't see this, I'll take a quick look at it EDIT: Code: idstring "PACK" This should work; This was a pretty simple format, however I don't think it gets the last file so I'm sorry about that :/ RE: [TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts! - beastedot9 - 03-09-2016 (03-09-2016, 07:03 PM)ThatTrueStruggle Wrote:(03-06-2016, 09:17 PM)beastedot9 Wrote: Hello, really appreciate this tutorial and I thank you for it. I appreciate you still taking the time to look into it, thank you I realised that I wasn't calculating the file count correctly and the length of NAME was too short. Once again, thank you, appreciate it. RE: [TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts! - Struggleton! - 03-09-2016 (03-06-2016, 10:47 AM)Ecelon Wrote: I'm now trying to extract the files from Infinite Crisis' .rp archives. Using the tutorial, I've determined that the archives are "10P" Code: idstring "10PR" It seems like those RP files contain models. However I only saw one model that could be extracted from it. Nothing looks too interesting other than that. RE: [TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts! - beastedot9 - 03-13-2016 Hello again, sorry to be a bother, I've been looking at these files from WWE 2K16: https://mega.nz/#!U95TwDJa!xXdR0iMsbD5Nu7-gEg-GBqf4XZ8IDRP1cCs1KC59CxQ What's there is a regular pac file and then its a zlib compressed PACH but it doesn't seem like regular zlib(so basically an archive within an archive). I was wondering if anyone had any clue as to how begin writing a script for this and if its even possible? The data that I do know: - Headers of the .pac files are always either "EPK8" or "EPAC". - Next value long is always null - Then another long value which seems to be the size of the archive (or possibly offset?) - The names of the archvies always start at offset x00000800 and the data itself always starts at offset x00004000. Apart from that, I have no idea how to open the zlib compressed ones. Any help is appreciated RE: [TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts! - Telespentry - 03-14-2016 May I request a really simple script? Basically, by trimming off the header, this file is just 00000000000000filehere00000000000000filehere000000000000000 with a variable number of zeros but at least 15 I would say. The 0s are actual text for some strange reason with the bytes being 30s. Would this be simple to make? The file names are in plaintext and in order so I will manually add them. RE: [TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts! - Struggleton! - 03-14-2016 (03-14-2016, 01:34 PM)Telespentry Wrote: May I request a really simple script? Basically, by trimming off the header, this file is just 00000000000000filehere00000000000000filehere000000000000000 with a variable number of zeros but at least 15 I would say. The 0s are actual text for some strange reason with the bytes being 30s. Would this be simple to make? The file names are in plaintext and in order so I will manually add them. If you could, could you please add a sample? (03-13-2016, 06:25 PM)beastedot9 Wrote: Hello again, sorry to be a bother, I've been looking at these files from WWE 2K16:I can take a look real quick EDIT: Here you go! Code: comtype zlib RE: [TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts! - beastedot9 - 03-14-2016 (03-14-2016, 02:07 PM)ThatTrueStruggle Wrote:(03-14-2016, 01:34 PM)Telespentry Wrote: May I request a really simple script? Basically, by trimming off the header, this file is just 00000000000000filehere00000000000000filehere000000000000000 with a variable number of zeros but at least 15 I would say. The 0s are actual text for some strange reason with the bytes being 30s. Would this be simple to make? The file names are in plaintext and in order so I will manually add them. Thank you for this, will be really helpful! I really appreciate it RE: [TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts! - nobody231 - 03-20-2016 I feel stupid, because this absolutely confused me in every way. I don't understand how I can tell if something looks like a header or offset for all files, I can't tell what looks like a file size, I can't tell what looks like anything. It's all just a bunch of randomness to me. RE: [TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts! - fabe1212 - 04-21-2016 Hello, I am new to extracting .bnk files, could anyone assist me in extracting the voice files from this decrypted bayonetta 2? I have all the .bnk files but using quickbms i keep getting errors when the conversion is trying to go through. Or does anyone here already have the bayonetta2 files converted that they can share? I am losing my mind xD RE: [TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts! - Pingus! - 05-15-2016 Thought I'd begin to put the BMS Scripts I've written here, as I'm learning how to do this: RE: [TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts! - Telespentry - 05-23-2016 Could you modify the cgfx dumper so that it will continue in a file if an error is encountered? Thanks. RE: [TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts! - Nismo - 06-16-2016 I'm absolutely confused and don't understand how to make the scritpt. I want to make an spanish translation from onimusha:warlords PS2 game, and i need to unpack some files. The game comes in english and japaneese so i found suspect files starting with E_ so i think they are the files i need to translate. The files have .ldt and .ipu extension but some ldt files seems alone and other files have both .ipu and .ldt files. Please can you help me with an script to unpack the files? and whould be possible to repack it again? Thank you very much. I really appreciate your work. Sample files here: http://www.mediafire.com/download/6xky9zvyensmq9m/onimusha+warlords+sample.rar RE: [TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts! - zelda200941 - 06-24-2016 hello everyone would love me to help me It is how to get the CgFX erasing values Headboard but I love a Scripts to compress - decompress RE: [TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts! - Struggleton! - 06-24-2016 (06-24-2016, 12:48 AM)zelda200941 Wrote: hello everyone would love me to help me Just use TGE's CGFX dumping script in the 3rd post mate |