What you need
Blender (any... 2.8, 2.9, 3.0)
https://www.blender.org/download/
QuickBMS
http://aluigi.altervista.org/quickbms.htm
simpsons_str.bms (quickbms script to extract from simpsons .str files)
**this will be at the bottom of the QuickBMS page** or heres the direct link
aluigi.altervista.org/bms/simpsons_str.bms
Simpsons-Game-PS3-Blender-Plugin (Python script for blender)
https://github.com/Turk645/Simpsons-Game...der-Plugin
EXTRACT FILES
QuickBMS has 3 steps
(1) Asks you to find "simpsons_str.bms" script file
(2) Asks you to select .str file in simpsons game folder (which possibly contains the model you want)
(3) Asks you to choose a folder to dump the extracted files in.
FIND MODEL FILE
After those steps, you are left with usually 2 folders "assets" and "build". Go to "build" folder, and search for files that have extensions '.rws.PS3.preinstanced' or '.dff.PS3.preinstanced' which will be the model file
IMPORT INTO BLENDER
Open blender, go to 'Scripting' workplace
Press Alt+O to open a script and choose 'io_import_simpson_game.py' (downloaded from Github)
Press Alt P to run the script
Now the option to import simpsons models should be added to blenders import options
So, File > Import > Simpsons Game (.rws,dff)
and import your model!
EXTRACT TEXTURES
(1) Download Noesis
http://www.richwhitehouse.com/index.php?...project=91
(2) Download Simpsons txd script for Noesis - "tex_TheSimpsonsGame_PS3_txd.py"
https://forum.xentax.com/viewtopic.php?f...37#p147727
direct download, most be logged in to download
https://forum.xentax.com/download/file.php?id=15539
or direct code
(3) Move script into Noesis plugins python directory
C:\Users\<user_name>\Downloads\noesisv4464\plugins\python
(4) Run Noesis and go to File>Open File, and find a .txd file in the extracted folder after using QuickBMS previously.
Usually, its stored somewhere in this directory build/PS3/ntsc_en/assets_rws/.../texture_dictionary
or just use windows search function in build folder to find *.txd files
You can also drag and drop .txd files into Noesis
(5) Extract the texture - File>Export and choose the desired format
Still have to figure out the animations including the various mouth states they use when the characters speak
Blender (any... 2.8, 2.9, 3.0)
https://www.blender.org/download/
QuickBMS
http://aluigi.altervista.org/quickbms.htm
simpsons_str.bms (quickbms script to extract from simpsons .str files)
**this will be at the bottom of the QuickBMS page** or heres the direct link
aluigi.altervista.org/bms/simpsons_str.bms
Simpsons-Game-PS3-Blender-Plugin (Python script for blender)
https://github.com/Turk645/Simpsons-Game...der-Plugin
EXTRACT FILES
QuickBMS has 3 steps
(1) Asks you to find "simpsons_str.bms" script file
(2) Asks you to select .str file in simpsons game folder (which possibly contains the model you want)
(3) Asks you to choose a folder to dump the extracted files in.
FIND MODEL FILE
After those steps, you are left with usually 2 folders "assets" and "build". Go to "build" folder, and search for files that have extensions '.rws.PS3.preinstanced' or '.dff.PS3.preinstanced' which will be the model file
IMPORT INTO BLENDER
Open blender, go to 'Scripting' workplace
Press Alt+O to open a script and choose 'io_import_simpson_game.py' (downloaded from Github)
Press Alt P to run the script
Now the option to import simpsons models should be added to blenders import options
So, File > Import > Simpsons Game (.rws,dff)
and import your model!
EXTRACT TEXTURES
(1) Download Noesis
http://www.richwhitehouse.com/index.php?...project=91
(2) Download Simpsons txd script for Noesis - "tex_TheSimpsonsGame_PS3_txd.py"
https://forum.xentax.com/viewtopic.php?f...37#p147727
direct download, most be logged in to download
https://forum.xentax.com/download/file.php?id=15539
or direct code
Code:
from inc_noesis import *
def registerNoesisTypes():
handle = noesis.register("The Simpsons game [PS3]", ".txd")
noesis.setHandlerTypeCheck(handle, noepyCheckType)
noesis.setHandlerLoadRGBA(handle, noepyLoadRGBA)
#noesis.logPopup()
return 1
def noepyCheckType(data):
bs = NoeBitStream(data)
if bs.readUInt() != 0x16: return 0
return 1
def noepyLoadRGBA(data, texList):
rapi.processCommands("-texnorepfn")
bs = NoeBitStream(data)
bs.seek(0x28)
this = 1
while True:
bs.seek(0x14, 1)
texName = noeStrFromBytes(bs.readBytes(16))
print(this, "-", texName)
this += 1
bs.seek(0x37, 1)
#print(hex(bs.tell()), ":here")
imgFmt = bs.readUByte()
bs.setEndian(NOE_BIGENDIAN)
imgWidth = bs.readUShort()
imgHeight = bs.readUShort()
bs.readByte()
numMips = bs.readUByte()
bs.readByte()
bs.readByte()
print(imgWidth, "x", imgHeight, "-", hex(imgFmt), "\n")
bs.setEndian(NOE_LITTLEENDIAN)
for i in range(numMips):
mipSize = bs.readUInt()
data = bs.readBytes(mipSize)
#DXT1
if imgFmt == 0x52:
texFmt = noesis.NOESISTEX_DXT1
#DXT3
elif imgFmt == 0x53:
texFmt = noesis.NOESISTEX_DXT3
#DXT5
elif imgFmt == 0x54:
texFmt = noesis.NOESISTEX_DXT5
#morton order swizzled raw
elif imgFmt == 0x86:
untwid = bytearray()
for x in range(imgWidth):
for y in range(imgHeight):
idx = noesis.morton2D(x, y)
untwid += data[idx * 4:idx * 4 + 4]
data = rapi.imageDecodeRaw(untwid, imgWidth, imgHeight, "b8g8r8a8")
texFmt = noesis.NOESISTEX_RGBA32
#morton order swizzled raw ???
elif imgFmt == 0x2:
untwid = bytearray()
for x in range(imgWidth):
for y in range(imgHeight):
idx = noesis.morton2D(x, y)
untwid += data[idx * 2:idx * 2 + 2]
data = rapi.imageDecodeRaw(untwid, imgWidth, imgHeight, "p8a8")
texFmt = noesis.NOESISTEX_RGBA32
if i == 0:
texList.append(NoeTexture(texName, imgWidth, imgHeight, data, texFmt))
bs.seek(0x2c, 1)
if bs.tell() == bs.getSize():
break
return 1
(3) Move script into Noesis plugins python directory
C:\Users\<user_name>\Downloads\noesisv4464\plugins\python
(4) Run Noesis and go to File>Open File, and find a .txd file in the extracted folder after using QuickBMS previously.
Usually, its stored somewhere in this directory build/PS3/ntsc_en/assets_rws/.../texture_dictionary
or just use windows search function in build folder to find *.txd files
You can also drag and drop .txd files into Noesis
(5) Extract the texture - File>Export and choose the desired format
Still have to figure out the animations including the various mouth states they use when the characters speak