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Author Topic: Lost Odyssey  (Read 38570 times)
chrrox
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« on: May 10, 2009, 07:22 »



This game supports the mesh files perfectly Smiley
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.



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. Grin

..:: ESR ::..
« Last Edit: May 10, 2009, 21:15 by chrrox » Logged
chrrox
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« Reply #1 on: May 10, 2009, 21:23 »

First you erase my message and then you ask how I extracted the archives. some nerve Smiley 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 Smiley
now it will open in umodel.
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esr911
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« Reply #2 on: May 10, 2009, 21:34 »

First you erase my message and then you ask how I extracted the archives. some nerve Smiley 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 Smiley
now it will open in umodel.
Wink thanks for the explanation. We need an extractor though, to make it easier to extract all the assets from the fpd.
« Last Edit: May 10, 2009, 22:27 by esr911 » Logged
chrrox
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« Reply #3 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.
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Gildor
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« Reply #4 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).
« Last Edit: May 11, 2009, 17:51 by esr911 » Logged
chrrox
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« Reply #5 on: May 11, 2009, 13:33 »

it is about 1/2 of the animations that parse. ill send you an example.
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chrrox
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« Reply #6 on: May 21, 2009, 03:28 »

Textures now work in umodel Smiley they are not assigned or named the same but they export fine and I can assign them to the models in max Smiley
Thanks so much gildor.
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chrrox
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« Reply #7 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.
« Last Edit: May 27, 2009, 03:41 by chrrox » Logged
Gildor
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« Reply #8 on: May 30, 2009, 12:15 »

I have looked at files extracted from xenon_chr (sorry, I cannot download full xenon_chr Sad).
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
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chrrox
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« Reply #9 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
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Gildor
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« Reply #10 on: June 05, 2009, 12:59 »

Have you checked whether this archive file in umod format or not?
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chrrox
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« Reply #11 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
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zardalu
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« Reply #12 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?
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zardalu
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« Reply #13 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?
« Last Edit: November 18, 2009, 22:49 by zardalu » Logged
Gildor
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« Reply #14 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.
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