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[TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts! - Printable Version

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RE: [TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts! - SaraGames - 07-31-2017

I may or may not have squealed out loud a little. The world will never know. Thank you Pingu! If I have some luck mods will be tossed up on the Nexus! I already have quickbms and all the random encryption scan and comtype scripts I was sort of trying to fix a broken vase with a hammer I guess. Thank you again.

Edit: It would appear the devs for this game were foaming at the mouth angry at the modding community in general. There's no part of this game's files that doesn't seem to be actively set up to avoid modding efforts. Lol? Oh well, thank you anyways.


RE: [TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts! - flipdark95 - 08-02-2017

I managed to find some success ripping files from the Legend of Korra, and now I'm trying to do the same with Avatar:Burning Earth and Avatar:Into the Inferno for PS2. There are a bunch of QuickBMS scripts made by FurryFan on XeNTaX that are able to extract and convert files from the first Avatar game on the PS2, but the later two use a slightly different format. Would really like to know if someone can take a look at these scripts and maybe expand them to be able to handle extracting mesh files from the later two games.

The XeNTaX thread for the PS2 Last Airbender games.
https://forum.xentax.com/viewtopic.php?f=16&t=8719

The QuickBMS Scripts by FurryFan

http://ps23dformat.wikispaces.com/file/view/avatar2and3PAK.bms (BMS script to extract all of the game's files from .PAK archives)
http://ps23dformat.wikispaces.com/file/view/avatar1ps2rsc.bms (BMS script to extract files from RSC format, which I think is either textures or sounds.)
http://ps23dformat.wikispaces.com/file/ ... ps2rcb.bms (BMS script to extract files from RCB format, which contains the actual model files for the games)

Sample Mesh Files from Burning Earth and Into the Inferno

https://drive.google.com/open?id=0B1CHD ... lNOWHhiRTg (Aang's model)
https://drive.google.com/open?id=0B1CHD ... WRJb0xucU0 (Jet's model)

Here are .RCB files from the 3rd game, Into the Inferno.

https://drive.google.com/open?id=0B1CHD ... k1vY3pXd0k (Katara's model)
https://drive.google.com/open?id=0B1CHD ... UI3el83em8 (Appa's model)


The main issue with the current scripts is that they can only recognize a few RCB files to extract from, but the files that come out are these weird .18 and .50 format files. Which I assume to be the raw mesh data.


RE: [TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts! - Taylor17387 - 08-12-2017

I've tried to follow this tutorial to extract the dialogue files from a PS2 game I want to translate (FMA3: Girl who succeds God), but I've become stuck pretty early. The thing is, I can't find the file type at the beginning (in this case, it's a .dat and .pak file type) so I don't know how to proceed from there. These files seem to have a different format from the one in the example.
Anyway, here are the files, in case someone knows better. I'm quite confused by this:

https://drive.google.com/open?id=0B8-7FMP3lW8cM3hMaXdQZzdiYWs

https://drive.google.com/open?id=0B8-7FMP3lW8cSFE1UnBIbFphVlk


RE: [TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts! - Pingus! - 08-12-2017

(08-11-2017, 02:23 PM)robowil Wrote: I still don't know how a game icon for a Kids' WB Customs thing would work.

(08-12-2017, 05:58 PM)Taylor17387 Wrote: I've tried to follow this tutorial to extract the dialogue files from a PS2 game I want to translate (FMA3: Girl who succeds God), but I've become stuck pretty early. The thing is, I can't find the file type at the beginning (in this case, it's a .dat and .pak file type) so I don't know how to proceed from there. These files seem to have a different format from the one in the example.
Anyway, here are the files, in case someone knows better. I'm quite confused by this:

https://drive.google.com/open?id=0B8-7FMP3lW8cM3hMaXdQZzdiYWs

https://drive.google.com/open?id=0B8-7FMP3lW8cSFE1UnBIbFphVlk

The "DATA0" has no actual data. It's just a bunch of 0 bytes. The PAK file looks compressed/encrypted, and I will scan it in a little bit to see what the compression scanner can pull up.


RE: [TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts! - Taylor17387 - 08-13-2017

(08-12-2017, 07:51 PM)Pingu! Wrote:
(08-11-2017, 02:23 PM)robowil Wrote: I still don't know how a game icon for a Kids' WB Customs thing would work.

(08-12-2017, 05:58 PM)Taylor17387 Wrote: I've tried to follow this tutorial to extract the dialogue files from a PS2 game I want to translate (FMA3: Girl who succeds God), but I've become stuck pretty early. The thing is, I can't find the file type at the beginning (in this case, it's a .dat and .pak file type) so I don't know how to proceed from there. These files seem to have a different format from the one in the example.
Anyway, here are the files, in case someone knows better. I'm quite confused by this:

https://drive.google.com/open?id=0B8-7FMP3lW8cM3hMaXdQZzdiYWs

https://drive.google.com/open?id=0B8-7FMP3lW8cSFE1UnBIbFphVlk

The "DATA0" has no actual data. It's just a bunch of 0 bytes. The PAK file looks compressed/encrypted, and I will scan it in a little bit to see what the compression scanner can pull up.

DATA0 has some content beginning at Offset 0002F940, though. But I don't know if the content is relevant, I don't find anything readable. Perhaps the first 4 bytes are supposed to be the Magic ID?


RE: [TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts! - Pingus! - 08-13-2017

(08-13-2017, 06:44 PM)Taylor17387 Wrote:
(08-12-2017, 07:51 PM)Pingu! Wrote:
(08-11-2017, 02:23 PM)robowil Wrote: I still don't know how a game icon for a Kids' WB Customs thing would work.

(08-12-2017, 05:58 PM)Taylor17387 Wrote: I've tried to follow this tutorial to extract the dialogue files from a PS2 game I want to translate (FMA3: Girl who succeds God), but I've become stuck pretty early. The thing is, I can't find the file type at the beginning (in this case, it's a .dat and .pak file type) so I don't know how to proceed from there. These files seem to have a different format from the one in the example.
Anyway, here are the files, in case someone knows better. I'm quite confused by this:

https://drive.google.com/open?id=0B8-7FMP3lW8cM3hMaXdQZzdiYWs

https://drive.google.com/open?id=0B8-7FMP3lW8cSFE1UnBIbFphVlk

The "DATA0" has no actual data. It's just a bunch of 0 bytes. The PAK file looks compressed/encrypted, and I will scan it in a little bit to see what the compression scanner can pull up.

DATA0 has some content beginning at Offset 0002F940, though. But I don't know if the content is relevant, I don't find anything readable. Perhaps the first 4 bytes are supposed to be the Magic ID?

There's no content in DATA0. Once again, it's just a bunch of 0 Bytes. I'm referring to the extensionless one.


RE: [TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts! - Kosheh - 08-14-2017

(08-14-2017, 01:31 PM)BlackCrow613 Wrote:
(11-15-2015, 02:38 AM)ThatTrueStruggle Wrote: A huge post that didn't need to be quoted in its entirety

Can you create a script for Dragon Ball Z Budokai Tenkaichi 3 wii? (The files are .UNK)

This is a request. We've got a subforum dedicated entirely to requesting, however that subforum however won't appear until you've stuck around the forums and become comfortable with the community. We're pretty strict about requesting outside of the requests forum, as it's stated directly in our forum rules you read through before signing up for an account here at VGR

I'm gonna let you off easy this time by just telling you "Hey, don't do it again" but repeated requests for stuff may be subject to further disciplinary actions being taken.


RE: [TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts! - Taylor17387 - 08-15-2017

(08-13-2017, 07:14 PM)Pingu! Wrote: There's no content in DATA0. Once again, it's just a bunch of 0 Bytes. I'm referring to the extensionless one.

I checked the uploaded files and, indeed, they seem to have been corrupted, both of them. DATA0 appears totally empty when I open it now in HxD.
Here are the proper ones. I hope this time they come out fine:

https://drive.google.com/open?id=0B8-7FMP3lW8cTUduY3RfLVhFYXc

https://drive.google.com/open?id=0B8-7FMP3lW8cR3g5bDRyLVY3UTg



DATA0 lists the files which were inside the ISO, then it has "something" towards the end. The .PAK shows the idstring "XA.PAK" at offset 00083750, and what seems to be the file lenght in the line right above. Other than that, I can't identify anything more.


RE: [TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts! - BlackCrow613 - 08-15-2017

I need help, A script for the wii version of Dragon Ball Z Budokai Tenkaichi 3 (The files I want are .UNK), Please.


RE: [TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts! - Garamonde - 08-15-2017

Don't make requests. Read the rules.


RE: [TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts! - Kold-Virus - 01-18-2018

Sorry for bumping this.

I tried to make my own BMS script for the files I wanted extracted, and I'm stuck at the filesize portion. The bytes after the magic ID don't match the size of my file. Am I supposed to make it size in bytes? I tried both little and big endian but neither match my filezise.

I'll show you.

[Image: 7e6ygud.png]

According to the tut the size should be after the magic ID. I'm not quite sure where to go here. I've established the ID seems to be "GEOM" as it's the first filetype to show up here.

Thanks.


RE: [TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts! - Pingus! - 01-21-2018

(01-18-2018, 10:42 PM)Tabuu Forte Akugun Wrote: Sorry for bumping this.

I tried to make my own BMS script for the files I wanted extracted, and I'm stuck at the filesize portion. The bytes after the magic ID don't match the size of my file. Am I supposed to make it size in bytes? I tried both little and big endian but neither match my filezise.

I'll show you.

[Image: 7e6ygud.png]

According to the tut the size should be after the magic ID. I'm not quite sure where to go here. I've established the ID seems to be "GEOM" as it's the first filetype to show up here.

Thanks.

Thats because file is not archive, but rather model file. The tutorial only applies to that file format so script will change as well based on different formats. The one written in the tutorial is based explicitely on that, and is meant to be read along with to understand QuickBMS syntax and commands and give you hints on common things to look for in file archives that are different than the example KYP archive.


RE: [TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts! - Kold-Virus - 01-24-2018

I thought EDB was an archive CONTAINING a model. Very Sad

Silly me.


RE: [TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts! - Hell Inspector - 03-23-2018

Is there a script for .ovl files?


RE: [TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts! - Shinigami_Guntz - 04-25-2018

I'm attempting to edit aluigi's bms script for klonoa 2 lunatea's veil, his currently pulls out the raw data files, but most of which are .dat, .dc5, .iec,.cdz and a few others (like 1. vag file, 1-2,wgw files, and a few other random ones.) I want to edit it to where it'll pull the files out of the bin archive but not at raw files. just the normal files in the archive. but i don't know exactly how to go about making it work. this will be my first attempt at working with bms scripts, if i can't figure this one out i can always try to finish the unfinishes bin to 3ds script for the game too. I also want it to possibly rip textures and uv data as well.