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Author Topic: Lost Odyssey  (Read 42046 times)
Tosyk
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« Reply #30 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]
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TroyMcClure
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« Reply #31 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.
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Tosyk
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« Reply #32 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.
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chrrox
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« Reply #33 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.
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Tosyk
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« Reply #34 on: April 25, 2010, 10:48 »

OMG Cheesy It work!!

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

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 Smiley

p.p.s.: could you do support file names? and how can I extract the last file?
« Last Edit: April 25, 2010, 11:24 by Tosyk » Logged

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Viper45
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« Reply #35 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.
« Last Edit: May 30, 2010, 03:32 by Viper45 » Logged
Gildor
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« Reply #36 on: May 30, 2010, 18:38 »

The same AnimSet may be shared between few meshes, so it is not possible to automatically identify that.
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Ace-Angel
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« Reply #37 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.
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Viper45
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« Reply #38 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.
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zardalu
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« Reply #39 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.

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Viper45
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« Reply #40 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.
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zardalu
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« Reply #41 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.
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Axolotl
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« Reply #42 on: November 05, 2010, 22:19 »

Oh last post was in June Undecided
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?
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zardalu
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« Reply #43 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.
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Axolotl
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« Reply #44 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?
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