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Author Topic: Lost Odyssey  (Read 69147 times)
logansan25
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Re: Lost Odyssey
« Reply #45 on: January 05, 2011, 14:12 »


where find script lostodissey.bms file?


attached

Thanks my friend!   Wink
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RIMBROS
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Re: Lost Odyssey
« Reply #46 on: January 25, 2011, 00:51 »

Then to resume, its imposible find the lost animations right?.
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Viper45
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Re: Lost Odyssey
« Reply #47 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?
« Last Edit: February 20, 2011, 06:55 by Viper45 » Logged
chrrox
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Re: Lost Odyssey
« Reply #48 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
« Last Edit: August 24, 2018, 00:18 by chrrox » Logged
makc_ar
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Re: Lost Odyssey
« Reply #49 on: August 24, 2018, 13:02 »

Someone script for cpx header https://www26.zippyshare.com/v/A9oH8jSs/file.html?
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featherinescat
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Re: Lost Odyssey
« Reply #50 on: September 09, 2024, 20:40 »

Hello, I was wondering if I could get some help with extracting the weapons from this game.

I have successfully used the bms script as provided by chrrox and managed to open up and extract many of the weapons using UE Viewer. However I have noticed a number of weapons seem to be missing, including Kaim's first sword (Platinum Sword). From chrrox's script, it seems files 688 to 754 from xenon_obj.fpd contain the weapons. From scanning the contents using UE Viewer I've noticed that a few of them don't contain skeletons (such as 733). These files won't open and give an error: "Wrong package tag (08787063) in file 733.upk. Probably the file is encrypted." I have no idea whether these files actually contain the missing weapons or not, but I figured I would mention it.

I have tried searching through the other .fpd files but they do not seem to have the missing weapons. I've also tried searching through the .fpd files on both disc 1 and disc 4, but they both seem to be the same when it comes to the weapons. I imagine disc 2 and disc 3 are the same as well.

Any ideas on where to go from here and how to extract the missing weapons? Thanks in advance.
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featherinescat
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Re: Lost Odyssey
« Reply #51 on: May 13, 2025, 22:04 »

Hello, I was wondering if I could get some help with extracting the weapons from this game.

I have successfully used the bms script as provided by chrrox and managed to open up and extract many of the weapons using UE Viewer. However I have noticed a number of weapons seem to be missing, including Kaim's first sword (Platinum Sword). From chrrox's script, it seems files 688 to 754 from xenon_obj.fpd contain the weapons. From scanning the contents using UE Viewer I've noticed that a few of them don't contain skeletons (such as 733). These files won't open and give an error: "Wrong package tag (08787063) in file 733.upk. Probably the file is encrypted." I have no idea whether these files actually contain the missing weapons or not, but I figured I would mention it.

I have tried searching through the other .fpd files but they do not seem to have the missing weapons. I've also tried searching through the .fpd files on both disc 1 and disc 4, but they both seem to be the same when it comes to the weapons. I imagine disc 2 and disc 3 are the same as well.

Any ideas on where to go from here and how to extract the missing weapons? Thanks in advance.

I decided to come back to this after a few months. Unfortunately I'm not any further forward in extracting the missing weapons, but I did notice something when I opened xenon_obj.fpd with a hex editor.

The sword weapons I have managed to extract and import to Blender have the file names wp_s00a, wp_s03a - wp_s11a, and wp_s13a - wp_s23a. So from this list we're missing wp_s01a, wp_s02a, and wp_s12a.

From looking at xenon_obj.fpd with a hex editor, wp_s01a doesn't seem to exist at all. wp_s02a and wp_s12a do appear in the hex editor, but the first instances of them are different compared to the other sword weapons in the .fpd file.

The "wp_s03.png" screenshot shows the first instance of wp_s03a. You can see slightly further up that the wp_s03a file begins with 9E 2A 83 C1, the same as the other sword weapons. However for wp_s02a and wp_s12a, it's different. The "wp_s02.png" screenshot shows the first instance of wp_s02a. You can see that 9E 2A 83 C1 does not exist; in fact, it's a little unclear when the file for wp_s02a actually begins.

Is it possible that the bms script is not extracting all the files? It's quite puzzling how most weapons can be viewed and extracted, but not all of them.


* wp_s03.png (317.33 KB, 570x678 - viewed 820 times.)

* wp_s02.png (43.49 KB, 647x752 - viewed 877 times.)
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spiritovod
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Re: Lost Odyssey
« Reply #52 on: May 14, 2025, 03:29 »

@featherinescat: chrrox's script doesn't decompress compressed entries (with cpx header), only dumping them as-is. From quick search, there is no solution for it yet, as it's rather not standard lzo/lzx/xmemdecompress, but something else, like self-modified variation of a known compression. Such entries also contains UE files, but most of them are just tfc files from brief look.
« Last Edit: May 14, 2025, 04:04 by spiritovod » Logged
featherinescat
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Re: Lost Odyssey
« Reply #53 on: May 18, 2025, 22:55 »

@featherinescat: chrrox's script doesn't decompress compressed entries (with cpx header), only dumping them as-is. From quick search, there is no solution for it yet, as it's rather not standard lzo/lzx/xmemdecompress, but something else, like self-modified variation of a known compression. Such entries also contains UE files, but most of them are just tfc files from brief look.

Thank you for the reply. That's unfortunate to hear, but I appreciate the information. I'll have another look through the other .fpd files at some point just to double-check they're not hiding in there.
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featherinescat
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Re: Lost Odyssey
« Reply #54 on: November 27, 2025, 20:18 »

@featherinescat: chrrox's script doesn't decompress compressed entries (with cpx header), only dumping them as-is. From quick search, there is no solution for it yet, as it's rather not standard lzo/lzx/xmemdecompress, but something else, like self-modified variation of a known compression. Such entries also contains UE files, but most of them are just tfc files from brief look.

Thank you for the reply. That's unfortunate to hear, but I appreciate the information. I'll have another look through the other .fpd files at some point just to double-check they're not hiding in there.

Back again...

So I had a good look through all the .fpd files on all four discs (EU version) using a hex editor and I couldn't find anything. I thought about looking through the files on other versions of the game (like NA and JPN), but I figured it would pretty much be the same so I haven't bothered with it.

However, out of sheer curiousity I decided to check out the game files in the demo version of the game (this was only released in Japan).

When you extract the game files from the demo .iso you get a bunch of folders and .xxx files. One of the folders is called "obj", and within it a folder called "weapon". Inside the "weapon" folder is one file called "wp_s02a0_m.xxx". Given the number of the file and the fact this is the demo version of the game (it doesn't cover much beyond the start of the game), I think this could be the elusive Platinum Sword that I've been looking for.

I've tried to view and export this file (and other files within the "obj" folder) using UE Viewer, but unfortunately I keep running into the following error:

Quote
assertion failed: H.Tag == PACKAGE_FILE_TAG

FCompressedChunkHeader<<: pos=49B6A <- appReadCompressedChunk <- FByteBulkData::SerializeDataChunk <- FByteBulkData::SerializeData <- FByteBulkData::Serialize <- FTexture2DMipMap::Serialize3 <- TArray::Serialize: 0/10 <- UTexture2D::Serialize <- LoadObject: Texture2D'wp_s02a0_m.TEX_wp_s02a0_C', pos=49B6A, ver=296/12, game=ue3 <- UObject::EndLoad <- LoadWholePackage: wp_s02a0_m.xxx <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1590

From looking at "wp_s02a0_m" in a hex editor, there doesn't seem to be a cpx header this time. But judging from the error UE Viewer gives, I'm guessing there's still sections in the file which can't be decompressed by UE Viewer.

I suspect that it'll not be possible to view and export it, but you can see where the file is in the game directory from the screenshot provided (can't upload the file itself on here as it's too big).


* demofiles.png (9.66 KB, 649x460 - viewed 419 times.)

* wp_s02a0_m.png (70.01 KB, 991x695 - viewed 406 times.)
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spiritovod
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Re: Lost Odyssey
« Reply #55 on: November 28, 2025, 05:34 »

@featherinescat: I've improved support for this game in specific build from this topic - no special override is required, the game should be auto-detected, including demo version. Apparently the sword mesh you're looking for is included in multiple packages - it's common practice for UE3 games to include duplicates for reading optimization.

Update: All supported assets should work fine in the updated specific build for both demo and full versions of the game. It includes animations and static RPG meshes (derived class). Issue with inability to export materials with invalid characters in their names is also fixed.

Update 2: Added updated quickbms script to the attachments. It extracts files with correct extension for some known types, like UE packages and audio formats. Extracted audio can be played/converted with vgmstream (or better foobar with vgmstream plugin).


* Clipboard01.jpg (104.66 KB, 2547x1241 - viewed 455 times.)

* Clipboard02.jpg (144.69 KB, 2552x1233 - viewed 427 times.)

* Clipboard03.jpg (93.17 KB, 2545x1238 - viewed 390 times.)
* lost_odyssey_fpd.bms (2.21 KB - downloaded 209 times.)
« Last Edit: November 28, 2025, 20:49 by spiritovod » Logged
featherinescat
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Re: Lost Odyssey
« Reply #56 on: November 29, 2025, 00:58 »

@featherinescat: I've improved support for this game in specific build from this topic - no special override is required, the game should be auto-detected, including demo version. Apparently the sword mesh you're looking for is included in multiple packages - it's common practice for UE3 games to include duplicates for reading optimization.

Update: All supported assets should work fine in the updated specific build for both demo and full versions of the game. It includes animations and static RPG meshes (derived class). Issue with inability to export materials with invalid characters in their names is also fixed.

Update 2: Added updated quickbms script to the attachments. It extracts files with correct extension for some known types, like UE packages and audio formats. Extracted audio can be played/converted with vgmstream (or better foobar with vgmstream plugin).


Holy crap, thank you so much for your help on this! This is amazing! I've tested out the new quickbms script and it seems to be working great. And I finally managed to get the sword I was looking for too!

Thanks again for all the help, I really appreciate it. I hope you have a wonderful weekend!


* platinumsword_blender.png (418.64 KB, 1311x741 - viewed 417 times.)
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