09-13-2023, 01:19 PM
(This post was last modified: 09-19-2023, 01:34 PM by rveyrand.
Edit Reason: providing unpacked data of SaSRT to help
)
For Sonic All Star Racing Transformed (PC), there is the BMS script (http://aluigi.altervista.org/bms/sonic_s...lstars.bms) [use it on the game's toc files]
once unpacked, we end up with a good amount of archives in "name".gpu.spc and "name".cpu.spc
(here's an example with eggman: https://mega.nz/file/FkBS0bhL#HcamzO6xDG...6zSuxlCvY8)
pretty much all of the content can be extracted through the uses of Switch Toolbox.
For the textures themselves, just extract and rename the extension .texture to .dds and the job's done.
Now, all we need is finding how to use the other file formats (.model, .skeleton, .anim and .materials) that are packed in the .spc files
and here's what's packed within the eggman spc files if you wonder (I may have skipped one or 2 animations for I had to manually extract each files):
https://mega.nz/file/N5YQUJCS#9MtVSL7gPj...6ZfH1Pz440
PS: the game uses an engine called "Starlight"
PS2: the same may be applied to Team Sonic Racing for the file format are similar
once unpacked, we end up with a good amount of archives in "name".gpu.spc and "name".cpu.spc
(here's an example with eggman: https://mega.nz/file/FkBS0bhL#HcamzO6xDG...6zSuxlCvY8)
pretty much all of the content can be extracted through the uses of Switch Toolbox.
For the textures themselves, just extract and rename the extension .texture to .dds and the job's done.
Now, all we need is finding how to use the other file formats (.model, .skeleton, .anim and .materials) that are packed in the .spc files
and here's what's packed within the eggman spc files if you wonder (I may have skipped one or 2 animations for I had to manually extract each files):
https://mega.nz/file/N5YQUJCS#9MtVSL7gPj...6ZfH1Pz440
PS: the game uses an engine called "Starlight"
PS2: the same may be applied to Team Sonic Racing for the file format are similar