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Author Topic: Black Knight Sword [PS3/X360]  (Read 103 times)
TechiTechi
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Black Knight Sword [PS3/X360]
« on: August 24, 2022, 02:07 »

PS3: appDecompressLZX <- appDecompress: CompSize=40063 UncompSize=65536 Flags=0x4 Bytes=789C <- DecompressBlock: block=38+9C7F <- FUE3ArchiveReader::PrepareBuffer <- FUE3ArchiveReader::Serialize <- FArchive::ByteOrderSerialize <- FPackageFileSummary<<: Ver=0/0 <- UnPackage::UnPackage: USRDIR/BNSGAME/COOKEDPS3/STARTUP.XXX, ver=100000/0, game=0 <- UnPackage::LoadPackage(info): USRDIR/BNSGAME/COOKEDPS3/STARTUP.XXX <- UnPackage::LoadPackage(name): startup_xxx <- UnPackage::CreateImport: USRDIR/BNSGAME/COOKEDPS3/BNS_CHALLENGE_LEVEL_01_ENV.XXX:320 <- UnPackage::SerializeUObject <- TArray::Serialize: 2/3 <- SerializeFMaterialResource <- LoadObject: Material3'BNS_CHALLENGE_LEVEL_01_ENV.MT_BG_GAME_CHALLENGE_TERR_Block_Plastic_Glow', pos=DCFD9, ver=832/9, game=ue3 <- UObject::EndLoad <- LoadWholePackage: USRDIR/BNSGAME/COOKEDPS3/BNS_CHALLENGE_LEVEL_01_ENV.XXX <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1544 based
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spiritovod
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Re: Black Knight Sword [PS3/X360]
« Reply #1 on: August 25, 2022, 15:13 »

Apparently they used the same engine for all their UE3 games back then. I've updated specific build in this topic, now it should work with this game as well. Most materials will not be linked to static meshes as usual. Also, you need to choose appropriate compression method based on platform - zlib for PS3 version (should be detected automatically though, if platform option is set) or lzx for Xbox360 version.

Specific build is renamed to "grasshopper", since it now supports most of their UE3 games.
« Last Edit: August 25, 2022, 15:15 by spiritovod » Logged
TechiTechi
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Re: Black Knight Sword [PS3/X360]
« Reply #2 on: August 26, 2022, 05:32 »

the textures from the PS3 version ended up like this, I cannot test the Xbox version since I cannot obtain it


* image_2022-08-25_213152805.png (399.47 KB, 993x474 - viewed 19 times.)
« Last Edit: August 26, 2022, 09:51 by TechiTechi » Logged
spiritovod
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Re: Black Knight Sword [PS3/X360]
« Reply #3 on: August 26, 2022, 17:34 »

@TechiTechi: I suppose you forgot to set proper platform option at startup screen.

But the game has other not obvious issue - it's addressing external textures (from tfc cache) in a bit different way than usual. As result, for many textures mip level doesn't correlate with actual data and some textures even crash umodel. I rarely work with UE3 stuff, so can't tell what wrong here - the only suggestion would be renaming textures.tfc when bumping into crashes and use external tools to extract everything from tfc, which has default format. I'll take a look at the issue when I have time.
« Last Edit: August 26, 2022, 23:24 by spiritovod » Logged
TechiTechi
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Re: Black Knight Sword [PS3/X360]
« Reply #4 on: August 26, 2022, 22:34 »

Ahh I see what i did, I updated my build, set platform to ps3 and setted it to zlib and now it works
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