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Fullmetal Alchemist Brootherhood [.Arc]
#1
I did read here:

http://www.vg-resource.com/thread-13280-page-9.html

That they use to be an unpacker for the .Arc data from that game.
The problem is, that the program for convert the .Arc, well... they're not anymore on the web

So, I'm more asking if someone has a copy of that program.
Because after extract, all the model are on .GMO

Plus, its quiet interesting, because almost each character has 10+ outfits (Lower Al, which only have around 5-6), and because its based on the 2009 Anime, which is the more close one to the Manga, well, the model are quiet accurate.
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#2
Wow, you sure guys help a lot, I really thanks around.
Now, for stop the sarcastic commentary:
 
I did find a way to extract model from that game, without the program, and I guess, that at least, being nice one time ain’t gonna hurt me so, I gonna explain it right here:
 
All the .ARC data that it’s on the game all can be extracting with the QuickBms:
 
http://aluigi.altervista.org/quickbms.htm
 
But, for extract it, one gonna need the “gundam_memories.bms”, which is listed on the same page, its just thing of “Search and Find”.
 
http://aluigi.altervista.org/bms/gundam_memories.bms
 
Once download, well, the typical: extract all, to whatever-where you want.
 
The only point, and a good one I want to point out, before anyone get confuse; its that every time the QuickBms opens, it always gonna ask you for a .BMS and I HIGHLY recommend have the gundam_memories.bms on the same folder were are the .ARC to extract.
 
The backfire, it’s that the program can use one-at-one, which means, you gonna have to open and close it many times.
But, a part of that, it does extract all the Models, even Images on .ARC from the game!
 
 
If anyone want to upload the models (because ain’t gonna do it, I don’t like .DAE format, I’m more use of .FBX, and well, not having the time and MB), ALL the models from the game would come with the texture on “Damaged” version Alpha Mapping.
(On the game, the lower the HP, the more whip-out clothes turns)
 
This, eventually, can be fixed only transforming the .PNG on .TGA/.DDS formats and on Photoshop, or any program that allows editing the Channels of the image; it’s just simple; erase the Alpha Channel.
Done that it can be covert back to PNG or any other format you want.
 
Same time, it has some problem on UV Mapping, I know, because my main point was for extract the model of Scar, and the Sunglass were damaged, it may pass in other models anyway.
 
Same point, the models has more than one Mech on each model, for example, it would be easy find 2 pieces that at looks are the same, but one are for the “Damaged” and “Normal” version of the model In-Game.
 
And for put as prove, it does work, because, uhh... quickly I made this:

"If others can do it, you can do it too"
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#3
Wow, that's amazing! I need help opening up .arc files myself.
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