Gildor's Forums

English Forum => Other games => Topic started by: chrrox on May 10, 2009, 07:22



Title: Lost Odyssey
Post by: chrrox on May 10, 2009, 07:22
(http://img528.imageshack.us/img528/1738/loming.jpg) (http://img411.imageshack.us/img411/1738/loming.jpg)

This game supports the mesh files perfectly :)
it does not support the textures but the models have textures assigned to them when I look at their properties in max.
skin and weights also work perfect
animation is almost supported it ends with the error

Code:
*** AnimSet:bs_018a0_bx Seq:bx00bas00_00 [76] hole (-364) before TransTrack
*** AnimSet:bs_018a0_bx Seq:bx00bas00_00 [77] hole (-364) before TransTrack
*** AnimSet:bs_018a0_bx Seq:bx00bas00_00 [79] hole (-364) before TransTrack
*** AnimSet:bs_018a0_bx Seq:bx00bas00_00 [81] hole (-364) before TransTrack
*** ERROR: Serializing behind end of buffer
FMemReader::Serialize <- FArchive::ByteOrderSerialize <- UAnimSet::ConvertAnims <- PostLoad:bs_018a0
_bx <- UObject::EndLoad <- UnPackage::CreateExport:G:\LostOdyssey\LostOdyssey\anim1.utx:0 <- LoadWholePackage <- Main

I pmed you the info gildor.


(http://img219.imageshack.us/img219/8867/umodel4.jpg)
Quote
Please share how you were able to extract the fpd archives. That is awesome news chrrox, that's for your great work.

Lost Odyssey is the largest Xbox360 game yet. 4 DVD's, it's huge. The models and assets are the same hi-quality used for the in-game pre-rendered scenes.

I hope Gildor can support the textures and animation from this game. This game is so worth it. ;D

..:: ESR ::..


Title: Re: Lost Odyssey
Post by: chrrox on May 10, 2009, 21:23
First you erase my message and then you ask how I extracted the archives. some nerve :) j/k
It is very easy to extract the models from these archives.
open up the archive in a hex editor I use HxD
and do a search for AnimSequence
now if you scroll up a little you will see 9E 2A 83 C1
this marks the start of a file so I press ctrl + e and copy down the location.
if you scroll down a little you will see the name of the archive
example : pc_020a0_bx_wp_r02a0
but all we care about is going to the next instance of AnimSequence so do a ctrl + f and search for that
now you should see 9E 2A 83 C1 again go 1 byte before this starts and that marks the end of the previous archive.
now do ctrl + e and paste in the start offset of our archive
now the archive is highlighted do a ctrl + c then do file new and ctrl + v and save the file :)
now it will open in umodel.


Title: Re: Lost Odyssey
Post by: esr911 on May 10, 2009, 21:34
First you erase my message and then you ask how I extracted the archives. some nerve :) j/k
It is very easy to extract the models from these archives.
open up the archive in a hex editor I use HxD
and do a search for AnimSequence
now if you scroll up a little you will see 9E 2A 83 C1
this marks the start of a file so I press ctrl + e and copy down the location.
if you scroll down a little you will see the name of the archive
example : pc_020a0_bx_wp_r02a0
but all we care about is going to the next instance of AnimSequence so do a ctrl + f and search for that
now you should see 9E 2A 83 C1 again go 1 byte before this starts and that marks the end of the previous archive.
now do ctrl + e and paste in the start offset of our archive
now the archive is highlighted do a ctrl + c then do file new and ctrl + v and save the file :)
now it will open in umodel.
;) thanks for the explanation. We need an extractor though, to make it easier to extract all the assets from the fpd.


Title: Re: Lost Odyssey
Post by: chrrox on May 11, 2009, 03:48
I tried extracting some more files and some of the animations extract from the game and create md5anim files that have some size to them. when I import them though It just changes the animation length and does not animate the character.


Title: Re: Lost Odyssey
Post by: Gildor on May 11, 2009, 12:27
I tried extracting some more files and some of the animations extract from the game and create md5anim files that have some size to them. when I import them though It just changes the animation length and does not animate the character.
I see the log in your first post here. It "says" that animation format is not supported (there are errors when parsing animations).


Title: Re: Lost Odyssey
Post by: chrrox on May 11, 2009, 13:33
it is about 1/2 of the animations that parse. ill send you an example.


Title: Re: Lost Odyssey
Post by: chrrox on May 21, 2009, 03:28
Textures now work in umodel :) they are not assigned or named the same but they export fine and I can assign them to the models in max :)
Thanks so much gildor.


Title: Re: Lost Odyssey
Post by: chrrox on May 27, 2009, 03:24
here is a quickbms script to extract these archives.
"this is still a wip"
this will not extract the last file in the archive that will need to be manually done till I update the script.
http://aluigi.org/papers/quickbms.zip

Code:
get ARCHIVE_END asize
set FName string "File_"
set COUNTER 0

#locate first header
findloc RES_START string "ž*ƒÁ\0*"
goto RES_START
savepos RES_START
#read some bytes some I can use findloc to search for next header
getdstring DUMMY 0x9
for
    set RES_NAME FName
    math COUNTER += 1
    findloc HEADER_OFS string "ž*ƒÁ\0*"
   
    # for the last Resource file, use EOF as offset
    if HEADER_OFS == 0 then
        set HEADER_OFS ARCHIVE_END
    endif
    goto HEADER_OFS
   
    savepos RES_OFFSET
    math RES_OFFSET -= RES_START
    string RES_NAME += COUNTER
    log RES_NAME RES_START RES_OFFSET
   
    savepos RES_START
    getdstring DUMMY 0x9
next
I did not bother getting file names I may update the sript to handle them if there is enough request for it.


Title: Re: Lost Odyssey
Post by: Gildor on May 30, 2009, 12:15
I have looked at files extracted from xenon_chr (sorry, I cannot download full xenon_chr :().
Size of xenon_chr is 694,878,208 bytes, size of all extracted files (file_1 .. file_0x220, 544 files total) is 691,765,248 bytes.
Where is the remaining 3MBytes?

This file looks like some archive (possibly - umod file), but umod should have a file list (archive directory) at the end of file.
http://wiki.beyondunreal.com/Legacy:UMOD/File_Format


Title: Re: Lost Odyssey
Post by: chrrox on May 30, 2009, 19:03
if you paste ž*ƒÁ\0* at the end of the file it will extract the last file.
I will post an updated script soon to handle the last file


Title: Re: Lost Odyssey
Post by: Gildor on June 05, 2009, 12:59
Have you checked whether this archive file in umod format or not?


Title: Re: Lost Odyssey
Post by: chrrox on June 07, 2009, 06:49
They are not umod files from what I can tell.
I see no file table and the structure does not seem to match either.
"I am not an expert but i could not make out a umod file from this archive"
if you paste this after the last byte in the archives it will extract the last file and 3mb
9E 2A 83 C1 00 2A


Title: Re: Lost Odyssey
Post by: zardalu on September 09, 2009, 17:51
I did not bother getting file names I may update the sript to handle them if there is enough request for it.

Hi chrrox, I just started looking through these files and they are excellent. How difficult would it be to add file names to the script?


Title: Re: Lost Odyssey
Post by: zardalu on November 18, 2009, 21:35
Hello again,

I'm trying to find some missing animation files for this game and was wondering if anyone else had figured it out.

When I extract all the files from the upk files using umodel, I seem to have a lot more skeletal mesh files than animation files. For example, there is no corresponding .psa file for bs_006a0_m.psk, among others.

I also noticed a lot of the files extracted using the quickbms script are only 6kb in size, and only have a small tga inside them.  Am I missing some files, or does the bms script not extract everything?


Title: Re: Lost Odyssey
Post by: Gildor on November 18, 2009, 22:58
When I extract all the files from the upk files using umodel, I seem to have a lot more skeletal mesh files than animation files. For example, there is no corresponding .psa file for bs_006a0_m.psk, among others.
A few models may share animations. Also, model may be placed into package as "work in progress" - unfinished work.


Title: Re: Lost Odyssey
Post by: Tosyk on December 19, 2009, 20:41
Dear chrrox.

How do I extract files from Lost Odyssey fpd-files?


Title: Re: Lost Odyssey
Post by: zardalu on December 20, 2009, 03:11
How do I extract files from Lost Odyssey fpd-files?

Look at post # 8 on the first page of this thread.

Use quickbms and the script in that thread.  If need very detailed instructions, feel free to pm me.


Title: Re: Lost Odyssey
Post by: Tosyk on January 24, 2010, 11:08
How do I extract files from Lost Odyssey fpd-files?
Look at post # 8 on the first page of this thread.
Use quickbms and the script in that thread.  If need very detailed instructions, feel free to pm me.

Greetings. I'm trying to extract the files from the fpd-archives. But all I get is:
Code:
QuickBMS generic files extractor 0.3.10
by Luigi Auriemma
e-mail: aluigi@autistici.org
web:    aluigi.org

- GUI mode activated, remember that the tool works also from command-line
  where are available various options like folder scanning, filters and so on

- select the BMS script to use
- select the input archive/file to extract
- select the output folder where extracting the files
- open input file E:\folder\dwn\games\Lost Odyssey\DVD1\xenon_chr.fpd
- open script M:\Dist\distg\!!!Soft!!!\quickbms\quickbms_0.3.10\bms_script\lost_
odyssey.bms
- set output folder E:\folder\dwn\games\Lost Odyssey\DVD1

  offset   filesize   filename
------------------------------

- 0 files found in 32 seconds

Press RETURN to quit

Can you help me with it?


Title: Re: Lost Odyssey
Post by: zardalu on January 24, 2010, 18:10
Can you help me with it?

Hi Tosyk,

1. Make a Copy your .fpd file to a folder of your choice. I always make copies just in case, then I work from the copy. For example c:\FPDEXTRACT\yourfpd.fpd

2. Put quickbms.exe in that same folder.

3. Copy the script from post#8 in this thread that was provided by chrrox into a new text file, then save it to that same folder as "fpd.bms"
(You might have to check to make sure it's not named fpd.bms.txt)

4. Go to a command prompt (to get to a command prompt in Windows XP go to start, run, and type cmd ...or you can make a batch file...sorry if you already know this)

5. Type "cd\"

you should be at the c: prompt

6. Type "cd fpdextract"

you should be at c:\fpdextract

7. Type "quickbms fpd.bms yourfpd.fpd c:\fpdextract"

That should extract everything from the fpd file into c:\fpdextract.

Let me know if this helps,

good luck!

BTW, if I remember correctly, the files come out without an extension, so you will have to rename them all to have a .upk extension before umodel can see them.  There are some good batch file renamers out there that can help with this..


Title: Re: Lost Odyssey
Post by: Tosyk on February 07, 2010, 12:21
2 zardalu:

I'm getting this error, what am I doing wrong? ???

(http://s006.radikal.ru/i213/1002/75/95d58810f188t.jpg) (http://s006.radikal.ru/i213/1002/75/95d58810f188.jpg)


Title: Re: Lost Odyssey
Post by: chrrox on February 07, 2010, 17:47
its your character encoding.
try saving the text document differently


Title: Re: Lost Odyssey
Post by: Tosyk on February 19, 2010, 19:44
its your character encoding.
try saving the text document differently
I did not understand what you mean?


Title: Re: Lost Odyssey
Post by: TroyMcClure on March 06, 2010, 18:03
Are there any plans to add proper support for LO? You can extract some models, but it seems like it is skipping a lot. For example, extracting the xenon_battle UPKs (which range from 6 to 100MB each) only gives a few MB of textures.

I did not understand what you mean?
You need to make it a plain text file. Use Notepad not Wordpad/Word/etc.


Title: Re: Lost Odyssey
Post by: Gildor on March 06, 2010, 18:24
extracting the xenon_battle UPKs (which range from 6 to 100MB each) only gives a few MB of textures.
Check this UPK with -list command. I think this package does not contains meshes.


Title: Re: Lost Odyssey
Post by: TroyMcClure on March 07, 2010, 03:57
Here's one that's 100mb:
Code:
Loading package: File_11.upk Ver: 419/42 Engine: 2859 Names: 337 Exports: 48 Imports: 17
   0     44D2     1B04 StaticMeshRPG kusaas78
   1     5FD6     17D4 StaticMeshRPG kusabs
   2     77AA     5F94 StaticMeshRPG sky
   3     D73E    43C24 StaticMeshRPG StaticMesh_17
   4    51362     3240 StaticMeshRPG StaticMesh_4
   5    545A2    1325A StaticMeshRPG StaticMesh_47
   6    677FC    246FA StaticMeshRPG StaticMesh_50
   7    8BEF6    16D74 StaticMeshRPG StaticMesh_56
   8    A2C6A    30BC8 StaticMeshRPG StaticMesh_6
   9    D3832      1D8 StaticMeshRPG StaticMeshRPG_11
  10    D3A0A      A9C MaterialInstanceConstant aaa:jimen_gake01
  11    D44A6      A9C MaterialInstanceConstant aaa:jimen_yama01
  12    D4F42      A9C MaterialInstanceConstant aaa:jimen_yama_ipu1
  13    D59DE      A9C MaterialInstanceConstant aaa:yama_ipu_gake
  14    D647A      A9C MaterialInstanceConstant comb_data01:wall_wall
  15    D6F16      840 MaterialInstanceConstant cs__Shader1
  16    D7756      A9C MaterialInstanceConstant jimen_miti
  17    D81F2      164 MaterialInstanceConstant MAT_tree_g_wood
  18    D8356      97C MaterialInstanceConstant soyo_kusaas
  19    D8CD2      97C MaterialInstanceConstant soyo_kusabs
  20    D964E      A0C MaterialInstanceConstant soyo_tree_g
  21    DA05A      334 Material SHADER_P0N0_PO_0_1N_________
  22    DA38E       28 MaterialExpressionConstant MaterialExpressionConstant_4
  23    DA3B6      190 MaterialExpressionMultiply MaterialExpressionMultiply_4
  24    DA546       B0 MaterialExpressionTextureSampleParameterRPG MaterialExpressionTextureSampleParameterRPG_6
  25    DA5F6       B0 MaterialExpressionTextureSampleParameterRPG MaterialExpressionTextureSampleParameterRPG_7
  26    DA6A6       28 MaterialExpressionVertexColor MaterialExpressionVertexColor_4
  27    DA6CE    28AF0 Texture2D TEX_wm_gake01_C
  28   1031BE     AFDE Texture2D TEX_wm_gake01_N
  29   10E19C    ABE0C Texture2D TEX_wm_jimen01_C
  30   1B9FA8    56123 Texture2D TEX_wm_jimen01_N
  31   2100CB    2A627 Texture2D TEX_wm_jimen_m_C
  32   23A6F2     AE89 Texture2D TEX_wm_jimen_m_N
  33   24557B    2B036 Texture2D TEX_wm_jimen_wal_C
  34   2705B1     AFED Texture2D TEX_wm_jimen_wal_N
  35   27B59E     E950 Texture2D TEX_wm_kusaa_C
  36   289EEE     9223 Texture2D TEX_wm_kusaa_N
  37   293111    2ABD5 Texture2D TEX_wm_tree_g_C
  38   2BDCE6    140D5 Texture2D TEX_wm_tree_g_N
  39   2D1DBB     B1A6 Texture2D TEX_wm_tree_n_m_C
  40   2DCF61     30F0 Texture2D TEX_wm_tree_n_m_N
  41   2E0051    2B2E7 Texture2D TEX_wm_wal01_C
  42   30B338     B023 Texture2D TEX_wm_wal01_N
  43   31635B    2AFE8 Texture2D TEX_wm_yama01_C
  44   341343     AFE2 Texture2D TEX_wm_yama01_N
  45   34C325    2B1AB Texture2D TEX_wm_yama_u_C
  46   3774D0     B002 Texture2D TEX_wm_yama_u_N
  47   3824D2    379D9 ShaderCache SeekFreeShaderCache

And another:
Code:
Loading package: File_6.upk Ver: 419/42 Engine: 2859 Names: 81 Exports: 13 Imports: 9
   0      CD4     CDF4 StaticMeshRPG StaticMesh_0
   1     DAC8     38E4 StaticMeshRPG StaticMesh_4
   2    113AC    16DAC StaticMeshRPG StaticMesh_6
   3    28158     7A36 StaticMeshRPG StaticMeshRPG_0
   4    2FB8E      BBC MaterialInstanceConstant cs__IBLShaderUVset1
   5    3074A      840 MaterialInstanceConstant cs__Shader1
   6    30F8A      840 MaterialInstanceConstant cs_wtrGlow_Shader2
   7    317CA   1D34FD Texture2D TEX_G_kg_ALL1_SP
   8   204CC7    7EC73 Texture2D TEX_G_kg_metal_C
   9   28393A    82F96 Texture2D TEX_G_kg_metal_N
  10   3068D0     928F Texture2D TEX_ref
  11   30FB5F     79DA Texture2D TEX_ref2
  12   317539   35FD38 Texture2D TEX_tx_gu0_roof_tn

The thing is that when you extract each of the 11 battle UPKs, you end up with the same few textures for every one.


Title: Re: Lost Odyssey
Post by: Gildor on March 07, 2010, 10:49
So, these packages contains a few StaticMeshRP objects (unknown class), some Texture2D objects (supported) and one large ShaderCache object.
There is no meshes inside.


Title: Re: Lost Odyssey
Post by: logansan25 on March 07, 2010, 21:00
For pc or xbox 360? ???


Title: Re: Lost Odyssey
Post by: TroyMcClure on March 08, 2010, 04:14
It was only released for the 360.


Title: Re: Lost Odyssey
Post by: logansan25 on March 09, 2010, 03:30
How do I extract files from Lost Odyssey fpd-files?

Look at post # 8 on the first page of this thread.

Use quickbms and the script in that thread.  If need very detailed instructions, feel free to pm me.

Where this? Look at post # 8 on the first page of this thread.


Title: Re: Lost Odyssey
Post by: zardalu on March 10, 2010, 02:36
Here:

here is a quickbms script to extract these archives.
"this is still a wip"
this will not extract the last file in the archive that will need to be manually done till I update the script.
http://aluigi.org/papers/quickbms.zip

Code:
get ARCHIVE_END asize
set FName string "File_"
set COUNTER 0

#locate first header
findloc RES_START string "ž*ƒÁ\0*"
goto RES_START
savepos RES_START
#read some bytes some I can use findloc to search for next header
getdstring DUMMY 0x9
for
    set RES_NAME FName
    math COUNTER += 1
    findloc HEADER_OFS string "ž*ƒÁ\0*"
   
    # for the last Resource file, use EOF as offset
    if HEADER_OFS == 0 then
        set HEADER_OFS ARCHIVE_END
    endif
    goto HEADER_OFS
   
    savepos RES_OFFSET
    math RES_OFFSET -= RES_START
    string RES_NAME += COUNTER
    log RES_NAME RES_START RES_OFFSET
   
    savepos RES_START
    getdstring DUMMY 0x9
next
I did not bother getting file names I may update the sript to handle them if there is enough request for it.


Title: Re: Lost Odyssey
Post by: Tosyk on April 18, 2010, 23:43
I did not understand what you mean?
You need to make it a plain text file. Use Notepad not Wordpad/Word/etc.
[/quote]

I keep getting the same error, help me understand. Attach a file script that I use. Maybe the problem is in the region of the games (PAL, NTSC)?

[вложение удалено Администратором]


Title: Re: Lost Odyssey
Post by: TroyMcClure on April 19, 2010, 01:48
That's the same script I used and it managed to extract fine. The command I used was:

quickbms fpd.bms K:\TEMP\xenon_chr.fpd K:\TEMP\fpdextract

You'll probably find xenon_chr.fpd and xenon_obj.fpd to be of most interest.


Title: Re: Lost Odyssey
Post by: Tosyk on April 19, 2010, 04:32
That's the same script I used and it managed to extract fine. The command I used was:

quickbms fpd.bms K:\TEMP\xenon_chr.fpd K:\TEMP\fpdextract

You'll probably find xenon_chr.fpd and xenon_obj.fpd to be of most interest.

Yes, I know, I know! But when I use this script then nothing happens. I have a four-disc edition of the game. I extracted these two files, which you mentioned (xenon_chr.fpd and xenon_obj.fpd) from the first disc. Could you throw at sendspace.com file xenon_obj.fpd (approximately 160 mb), if you extract it, then I'll try. Thanks in advance.


Title: Re: Lost Odyssey
Post by: chrrox on April 25, 2010, 06:22
Download the newest quickbms.
double lick on quickbms.exe
copy my script into a text file and save it with a .bms extension
select the .bms file with quickbms after you double clicked it.
select the archive to extract
select the output folder.


Title: Re: Lost Odyssey
Post by: Tosyk on April 25, 2010, 10:48
OMG :D It work!!

I chahge my system language to english and it work perfectly as you said 8)

First I was like:

Code:
get ARCHIVE_END asize
set FName string "File_"
set COUNTER 0

#locate first header
findloc RES_START string "z*?A\0*"
goto RES_START
savepos RES_START
#read some bytes some I can use findloc to search for next header
getdstring DUMMY 0x9
for
    set RES_NAME FName
    math COUNTER += 1
    findloc HEADER_OFS string "z*?A\0*"
    
    # for the last Resource file, use EOF as offset
    if HEADER_OFS == 0 then
        set HEADER_OFS ARCHIVE_END
    endif
    goto HEADER_OFS
    
    savepos RES_OFFSET
    math RES_OFFSET -= RES_START
    string RES_NAME += COUNTER
    log RES_NAME RES_START RES_OFFSET
    
    savepos RES_START
    getdstring DUMMY 0x9
next

and must have been as follows:

Code:
get ARCHIVE_END asize
set FName string "File_"
set COUNTER 0

#locate first header
findloc RES_START string "ž*ƒÁ\0*"
goto RES_START
savepos RES_START
#read some bytes some I can use findloc to search for next header
getdstring DUMMY 0x9
for
    set RES_NAME FName
    math COUNTER += 1
    findloc HEADER_OFS string "ž*ƒÁ\0*"
    
    # for the last Resource file, use EOF as offset
    if HEADER_OFS == 0 then
        set HEADER_OFS ARCHIVE_END
    endif
    goto HEADER_OFS
    
    savepos RES_OFFSET
    math RES_OFFSET -= RES_START
    string RES_NAME += COUNTER
    log RES_NAME RES_START RES_OFFSET
    
    savepos RES_START
    getdstring DUMMY 0x9
next


this is a lesson to all: not all scripts quickbms work in non-English system


p.s.: thank you all for your support :)

p.p.s.: could you do support file names? and how can I extract the last file?


Title: Re: Lost Odyssey
Post by: Viper45 on May 30, 2010, 03:30
Hey guys.  I'm brand new to all of this, but so far I've gotten many models, textures, even animation sets successfully loaded into 3ds Max (thanks to all the help and tools provided in this thread!).  But I have a question -- is it possible to identify which AnimSet a SkeletalMesh is supposed to use?  There are many models in xenon_chr.fpd that don't have an obvious AnimSet with them, and I assume (at least for some of them) it's because they share AnimSets with different models.

In particular, I'm looking for the AnimSets used for the main characters that join your party in the game (the characters are contained in files 511 through 544).  A few of these files do contain AnimSets, but most of them only list a single animation which does nothing anyway.  I'm also wondering if the AnimSet(s) I'm looking for would happen to be in the last file of the xenon_chr.fpd archive, which supposedly isn't extracted with the script provided in this thread.

Any help would be greatly appreciated.


Title: Re: Lost Odyssey
Post by: Gildor on May 30, 2010, 18:38
The same AnimSet may be shared between few meshes, so it is not possible to automatically identify that.


Title: Re: Lost Odyssey
Post by: Ace-Angel on May 31, 2010, 17:27
It all comes to how the Dev Team set out and what kind of logic they used behind the naming. So no, unless you happen to have the documents which show how everything is connected.


Title: Re: Lost Odyssey
Post by: Viper45 on June 01, 2010, 00:58
Thanks for the quick replies.  I managed to extract the last file out of the .fpd, but the only thing that shows up in the 3mb file is a single Texture2D object (which is only 64kb).

Looks like I've got my work cut out for me if I really want to find these animations.


Title: Re: Lost Odyssey
Post by: zardalu on June 04, 2010, 00:34
Thanks for the quick replies.  I managed to extract the last file out of the .fpd, but the only thing that shows up in the 3mb file is a single Texture2D object (which is only 64kb).

Looks like I've got my work cut out for me if I really want to find these animations.

Hi Viper45, I've been working with these files for awhile, trying to find the animations for all the creatures. I still feel as though some are missing.  Here's some work that I've done that might save you some time:

xenon_battle.fpd is identical for all 4 disks, 587,956,224 bytes in size,
quickbms extracts 12 files totalling 387,248,128 bytes in size.
umodel only extracts 107 tga files.

xenon_chr.fpd is identical for all 4 disks, 694,878,214 bytes in size.
quickbms extracts 545 files totalling 694,878,208 bytes in size.
umodel extracts 108 psa files, 261 psk files, and 1623 tga files.

xenon_event.fpd is unique to each disk.

Disk 1 xenon_event.fpd is 240,287,750 bytes,
quickbms extracts 143 files totalling 233,568,256 bytes in size.
umodel extracts 54 psa files, and 126 tga files.

Disk 2 xenon_event.fpd is 179,798,022 bytes,
quickbms extracts 120 files totalling 173,078,528 bytes in size.
umodel extracts 35 psa files, and 126 tga files.
 
Disk 3 xenon_event.fpd is 229,081,094 bytes,
quickbms extracts 177 files totalling 222,361,600 bytes in size.
umodel extracts 78 psa files, and 127 tga files.

Disk 4 xenon_event.fpd is 202,145,798 bytes,
quickbms extracts 173 files totalling 195,426,304 bytes in size.
umodel extracts 72 psa files, and 126 tga files.



xenon_field.fpd is unique to each disk. I think it stores static meshes for maps, which are not currently supported by umodel for Lost Odyssey.

Disk 1 xenon_field.fpd is 971,833,350 bytes,
quickbms only extracts 6 files totalling 632,680,448 bytes in size.
umodel extracts only 129 tga files.


Disk 2 xenon_field.fpd is 892,665,862 bytes,
quickbms only extracts 1 file totalling 99,811,328 bytes in size.
umodel extracts only 1 tga file.


Disk 3 xenon_field.fpd is 1,591,934,976 bytes,
quickbms only extracts 3 files totalling 47,804,416 bytes in size.
umodel extracts no files.

 
Disk 4 xenon_field.fpd is 1,991,245,824 bytes,
quickbms only extracts 4 files totalling 1,581,107,200 bytes in size.
umodel only extracts 120 tga files.


xenon_loc.fpd is identical for all 4 disks, 73,170,950 bytes.
quickbms extracts 126 files totalling 71,931,904 bytes in size.
umodel extracts 529 tga files.


xenon_mov.fpd is unique to each disk. Movies.
quickbms extracts no files.


xenon_obj.fpd is identical for all 4 disks, 198,606,854 bytes.
quickbms extracts 319 files totalling 198,588,416 bytes in size.
umodel extracts 151 psk files, 18 psa files, and 604 tga files.


xenon_scr.fpd is identical for all 4 disks.
quickbms extracts no files.


xenon_sys.fpd is identical for all 4 disks.
quickbms extracts no files.


xenon_vfx.fpd is identical for all 4 disks, 152,698,886 bytes,
quickbms extracts 13 files totalling 148,838,400 bytes in size.
umodel extracts 250 tga files.


xenon_world.fpd is identical for all 4 disks, 183,959,558 bytes,
quickbms extracts 516 files totalling 183,959,552 bytes in size.
umodel extracts 2 psa files, 2 psk files, and 235 tga files.



Title: Re: Lost Odyssey
Post by: Viper45 on June 05, 2010, 23:09
Thanks zardalu, that should save me a lot of time.  Have you found any hints as to where the player character animations might be?  I searched the files in xenon_chr for any file containing the "pc_" prefix, but it didn't find anything outside of the known files 511-545.  I might take a look at xenon_event next.


Title: Re: Lost Odyssey
Post by: zardalu on June 06, 2010, 18:09
Thanks zardalu, that should save me a lot of time.  Have you found any hints as to where the player character animations might be?  I searched the files in xenon_chr for any file containing the "pc_" prefix, but it didn't find anything outside of the known files 511-545.  I might take a look at xenon_event next.

Yes there are many pc and npc animations in the 'xenon_event' archives.  Let me know if you find any creature anims anywhere. So far, even when considering shared skeletons, I have located only about a third of them.


Title: Re: Lost Odyssey
Post by: Axolotl on November 05, 2010, 22:19
Oh last post was in June :-\
Did someone find where are placed missing animation from the creatures, lot of them without animation files.
And lot of them are not just human bodies, there are lot of strange creatures with unique skeletons without animation, maybe someone already solve it?


Title: Re: Lost Odyssey
Post by: zardalu on November 16, 2010, 03:10
 I don't understand why many of the fpd files are larger then the total size of all the files that are able to be extracted from them. I think something might not be getting extracted from the .fpd files using the quickbms script. It's just a guess, though. chrrox would be your best source of info there.


Title: Re: Lost Odyssey
Post by: Axolotl on November 17, 2010, 19:19
But the Xenon_chr is the same size when extracted.
Did anyone find any of creature animations (at least one) in other archives than Xenon_Chr.
I also tried to search the text string of monster names, and find nothing, cause the creatures with animation have this names in anmation files.

Zardalu you wrote the statitistics of every archive, i tried only first disk cause you wrote that Xenon_Chr is identical for every disk, can it be there some mistake about it?


Title: Re: Lost Odyssey
Post by: zardalu on November 17, 2010, 21:50
It's certainly always possible that I made a mistake  ;)  It's been a while, but I remember that I did find one other creature .psa in one of the xenon_event, or xenon_field files. There were still dozens more creature animations that were missing, though.


Title: Re: Lost Odyssey
Post by: RIMBROS on January 04, 2011, 22:01
To all the people asking by a guide i make this screenshot, this works 100% for me in the 360 version of the game

(http://i303.photobucket.com/albums/nn129/RIMBROS/REFERENCIAS/360guide.jpg)


Title: Re: Lost Odyssey
Post by: logansan25 on January 04, 2011, 22:57
To all the people asking by a guide i make this screenshot, this works 100% for me in the 360 version of the game

(http://i303.photobucket.com/albums/nn129/RIMBROS/REFERENCIAS/360guide.jpg)

where find script lostodissey.bms file?

Thanks for tutorial.!!!!!!!!!!!


Title: Re: Lost Odyssey
Post by: Tosyk on January 05, 2011, 05:42

where find script lostodissey.bms file?


attached

[вложение удалено Администратором]


Title: Re: Lost Odyssey
Post by: logansan25 on January 05, 2011, 14:12

where find script lostodissey.bms file?


attached

Thanks my friend!   ;)


Title: Re: Lost Odyssey
Post by: RIMBROS on January 25, 2011, 00:51
Then to resume, its imposible find the lost animations right?.


Title: Re: Lost Odyssey
Post by: Viper45 on February 20, 2011, 06:50
This may be beyond the scope of this forum, but I'm trying to extract the sound files out of the xenon_snd.fpd file.  I've tried using the quickbms script supplied in this thread by Chrrox, but it can't find any files in that fpd.  I can successfully extract files from the other fpd files though, like xenon_chr.fpd.

If anything, this supports the theory that the quickbms script isn't extracting all the files in the fpds, which may also be why we can't find all the animations.  Does anyone have any experience with quickbms scripts so we can try to get to the bottom of this?


Title: Re: Lost Odyssey
Post by: chrrox on August 23, 2018, 07:16
Here is  a proper bms script.
Code:
set memory_file2 binary "\x4C\x4F\x2E\x66\x70\x64\x00\x78\x65\x6E\x6F\x6E\x5F\x63\x68\x72\x2E\x66\x70\x64\x00\x78\x65\x6E\x6F\x6E\x5F\x65\x76\x65\x6E\x74\x2E\x66\x70\x64\x00\x78\x65\x6E\x6F\x6E\x5F\x66\x69\x65\x6C\x64\x2E\x66\x70\x64\x00\x78\x65\x6E\x6F\x6E\x5F\x6F\x62\x6A\x2E\x66\x70\x64\x00\x78\x65\x6E\x6F\x6E\x5F\x73\x63\x72\x2E\x66\x70\x64\x00\x78\x65\x6E\x6F\x6E\x5F\x73\x79\x73\x2E\x66\x70\x64\x00\x78\x65\x6E\x6F\x6E\x5F\x76\x66\x78\x2E\x66\x70\x64\x00\x78\x65\x6E\x6F\x6E\x5F\x77\x6F\x72\x6C\x64\x2E\x66\x70\x64\x00\x78\x65\x6E\x6F\x6E\x5F\x62\x61\x74\x74\x6C\x65\x2E\x66\x70\x64\x00\x78\x65\x6E\x6F\x6E\x5F\x6C\x6F\x63\x2E\x66\x70\x64\x00\x78\x65\x6E\x6F\x6E\x5F\x6D\x6F\x76\x2E\x66\x70\x64\x00\x78\x65\x6E\x6F\x6E\x5F\x73\x6E\x64\x2E\x66\x70\x64\x00"
open fdse "LO.fpi"

goto 0x1a
get ENTRIES1 short
get ENTRIES2 long
get OFFSET1 long
get OFFSET2 long
get OFFSET3 long
get OFFSET4 long

goto OFFSET1
for i = 0 < ENTRIES1
    getdstring DUMMY 0x4
    get TBLOFF1 long
    get TBLOFF2 long
    getdstring DUMMY 0x24
    putarray 0 i TBLOFF1
    putarray 1 i TBLOFF2
next i
    math OFFSET3 - OFFSET4
    putarray 0 13 OFFSET3

goto OFFSET2
for i = 0 < ENTRIES1
set j i
math j += 1
getarray FILES 0 j
getarray SUB 0 i
math FILES += 0x30
math FILES - SUB
math FILES / 0x18
print "%FILES%"
get PAIR string memory_file2
open fdse PAIR 1
set NAME PAIR
string NAME + \
for j = 0 < FILES
    get DUMMY1 long
    get DUMMY2 long
    get OFFSET long
    get DUMMY4 long
    get SIZE   long
    get DUMMY6 long
    math OFFSET & 0xFFFFFF
    math OFFSET * 0x800
    SET BNAME NAME
    STRING BNAME + j
    if SIZE > 0
    log BNAME OFFSET SIZE 1
    endif
next j
next i


Title: Re: Lost Odyssey
Post by: makc_ar on August 24, 2018, 13:02
Someone script for cpx header https://www26.zippyshare.com/v/A9oH8jSs/file.html?