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Help Ripping the Battle Sprites from DB Fighting Climax Ignition
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Hello, I need help with extracting the battle sprites from Dengeki Bunko Fighting Climax Ignition (PS3), with a faster method than the one I know (Using hexadecimal editor). I know how to extract the files that contain these sprites, but there is no program to do it instantaneously, since all the files are in a container with extension ".pac," and I have to extract them one by one, making it very tedious.


Another problem is that the sprites come strangely, and the default colors are gray scale. In this way, the colors are applied by another separate file. In theory, a file with extension ".cg." The game is developed by French Bread, and in his other games, like Under Night in Birth, the battle sprites work with the same extensions.

Grateful that those with knowledge of hexadecimal and programming, help me with this.
For you can understand how these files work, I'll explain everything I know, and as accurate as possible:
1. Each character has its own container file (pac)
They contain not only the animations, but the whole operation of the character in battle. Everything you need to rip the sprites is here. It is assumed that only the following files are needed: Each sprite (in .dds.gz format, all separated) and file .cg
As a note, this container does not use any kind of encryption for files.
As an example, I'll use the character "Zero"
Files of this character are: Zer_s.pac ---------> Extraction using hexadecimal editor -----> Zer_s.dds.gz (20 sprites = 20 .dds.gz); Zer_s.cg

2. Extract the .dds.gz using, for example, winrar. You will extract a file '.dds.' You can transform it to .png using DDS Converter.
You should have something like this:
[Image: zer_s.png]

3. The sprite appears split in a strange way, and grayscale. Here, for all I know, enters the role of the file ".cg." According to this page (http://dantarion.com/2014/08/14/breaking...s-and-art/), this file contains information about how to build the sprite, and the color palette of the character. I don’t know if this also contains what colors replace the grayscale palette, but it’s possible.


4. From here, I will explain my method, which is the slowest, but at least it works. Using Photoshop, with a pair of tools, I replaced the colors in grayscale, by the original. But the process is with every color, one by one, and took me an hour and a half to do all the replacement, and for a single sprite. At least the result is satisfactory:
Original character:
[Image: colorsamp_Zer_s00.png]
Recoloured character:
[Image: Zer_s.png]

5. Then, the reconstruction is handmade. Only took me 5 minutes.
[Image: Zer_s_montado.png]
Very good result, close to the original. But it carries hour and a half to do it. With a simple operation, rip sprites of "Zero" would take about 30 hours, who only has 20 sprites. The playable characters are about 250 sprites, which would take 375 hours to rip it. What I come to say with these mathematical operations is: a VERY tedious process.


I have nothing more to explain, so I will say that is what we should try to obtain:
1. Create a program that, at least, can automatically replace the grayscale colors by their original palette. The problem is that each character has its colors, then, you have to prepare a script for each character. Well, maybe someone has another idea or a program that does this function. Rebuild automatically the sprites is not so urgent than the color replacer.


2. A program that can extract the entire contents of “.pac.” At least, the .dds.gz files.
To help, I will share the files that are required: 

http://www.mediafire.com/download/8w2ocbqncsvop9j/Zer_s.pac
http://www.mediafire.com/download/vbjbvr...5/Zer_s.cg
http://www.mediafire.com/download/b4ngmt.../Zer_s.dds

Thanks in advance to all those who try it. And if someone manages to create something that makes the two things mentioned before, I will rip all battle sprites.
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Help Ripping the Battle Sprites from DB Fighting Climax Ignition - by Sosfiro - 09-15-2016, 01:48 PM

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