Haze (PS3) - sample files
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Re: Haze (PS3) - sample files
Can you check if this script works?
http://aluigi.org/bms/swbf3.bms
http://aluigi.org/bms/swbf3.bms
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Re: Haze (PS3) - sample files
Yeah, it "kinda" works.
The .str file simply doesn`t exist in the game directory(it does work with the script so it`s not a complete loss), and there is also install.qik/install.val which has the rest of the archives among other stuff.
Not to mention that "uncompressed" archives simply doesn`t work with the script:
Here`s a sample.
The .str file simply doesn`t exist in the game directory(it does work with the script so it`s not a complete loss), and there is also install.qik/install.val which has the rest of the archives among other stuff.
Not to mention that "uncompressed" archives simply doesn`t work with the script:
Code: Select all
Last script line before the error or that produced the error:
70 getarray CHUNK_ZSIZE 1 CHUNK_IDX
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Re: Haze (PS3) - sample files
"str" is optional.
As far as I can see all the files have been correctly extracted, right?
As far as I can see all the files have been correctly extracted, right?
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Re: Haze (PS3) - sample files
Only on the ones that are compressed. Others such as "sound_french.pak"/"sound_french.pak.00"(it`s right there on the sendspace link) doesn`t work with the script as I`ve said earlier.
The script just stops if CHUNKS_SIZE/ZSIZE value is zero.
Code: Select all
. 0000000000000000 get ARCHIVE_NAME "sound_french.pak" -1000
. 0000000000000000 idstr "PBCK" 4
50 42 43 4b PBCK
. 0000000000000004 get DUMMY 0x0000000000000018 4
. 0000000000000008 get FILES 0x00000000000020e8 4
. 000000000000000c get CHUNKS_OFF 0x0000000000029238 4
. 0000000000000010 get CHUNKS_SIZE 0x0000000000000000 4
. 0000000000000014 get DUMMY 0x0000000000000001 2
. 0000000000000016 get DUMMY 0x0000000000000002 2
. 00000000 putarr 0 0x0000000000000000 1:0
. 00000000 putarr "" 0:8424
. 0000000000004000 putvarc 0x0000000000000000 1
. 0000000000000018 get CRC 0x00000000000eb373 4
. 000000000000001c get SIZE 0x0000000000008bc0 4
. 0000000000000020 get ZSIZE 0x0000000000000000 4
. 0000000000000024 get OFFSET 0x0000000000b38000 4
. 0000000000000028 get CHUNK_IDX 0x0000000000d1e6fc 3
. 000000000000002b get PAK_NUM 0x0000000000000000 1
. 00000000 getarr NAME "" 0:0
. 0000000000008bc0 putvarc 0x0000000000000000 1
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Re: Haze (PS3) - sample files
If the problem is just SIZE 0 then try script 0.2.3
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Re: Haze (PS3) - sample files
Thanks for the update mate, it works now!
There is one thing missing though, and it`s not these .pak files.
There is one thing missing though, and it`s not these .pak files.
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Re: Haze (PS3) - sample files
So I`m trying to write a script based on these install.qik/install.val files.
The thing is I just want the script to break a line after it has been separated by " ", but I don`t know how to achieve that.
Code: Select all
open FDDE "val" 0
open FDDE "qik" 1
get VAL_SIZE asize
for CURR_OFF = 0 < VAL_SIZE
get TMP line
string TMP R "*" " "
string ELEMENTS S TMP IDENT NAME SIZE
putarray 0 i TMP
putarray 1 i IDENT
putarray 2 i NAME
putarray 3 i SIZE
savepos CURR_OFF
next
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Re: Haze (PS3) - sample files
So you want to process all the TMP lines including the one that contains a space " " in it, and then breaking after it, correct?
go with do->while:
go with do->while:
Code: Select all
do
...
while TMP & " "
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Re: Haze (PS3) - sample files
Like this?
Code: Select all
do
get TMP line
string TMP R "*" " "
string ELEMENTS S TMP IDENT NAME SIZE
while TMP & " "
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Re: Haze (PS3) - sample files
Ah right you need just the opposite of that condition (like !TMP&" ") which is not possible in quickbms, so use this:
The following works too:
Please note that the Break command had some problems in versions of quickbms before 0.8.0, it will work in the example above but in some different and more complex situations may give problems with these old versions.
Code: Select all
for OK = 1 != 0
get TMP line
string TMP R "*" " "
string ELEMENTS S TMP IDENT NAME SIZE
if TMP & " "
math OK = 1
endif
next
The following works too:
Code: Select all
for
get TMP line
string TMP R "*" " "
string ELEMENTS S TMP IDENT NAME SIZE
if TMP & " "
break
endif
next
Please note that the Break command had some problems in versions of quickbms before 0.8.0, it will work in the example above but in some different and more complex situations may give problems with these old versions.
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Re: Haze (PS3) - sample files
I tried both solutions and the result was still the same.
Only the first of the many files was processed, and this is from the latest version.
Code: Select all
. 00000000 putarr IDENT "0" 0:0
. 00000000 putarr NAME "00369c0b.pak" 1:0
. 00000000 putarr SIZE "77948" 2:0
.
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Re: Haze (PS3) - sample files
It works exactly as expected.
You told me that you want to break when a space is found in the input and that's what it does.
If you meant something else then reformulate.
You told me that you want to break when a space is found in the input and that's what it does.
If you meant something else then reformulate.
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Re: Haze (PS3) - sample files
So does the install.qik have the music as well? I know the sound_english has the music but does it have all the music? I would like the script to extract the install.qik please!
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Re: Haze (PS3) - sample files
Is there a script for the install.qik? swbf3.bms(0.2.3) doesn’t extract it
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Re: Haze (PS3) - sample files
Hi Luigi,
the SWBF3 bms 0.2.3 extracts Haze archives.
However it doesn't extract the 3D models to the right extension (.rax) but to .dat
is there a script that extracts to .rax or is there a way to convert them?
the SWBF3 bms 0.2.3 extracts Haze archives.
However it doesn't extract the 3D models to the right extension (.rax) but to .dat
is there a script that extracts to .rax or is there a way to convert them?
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Re: Haze (PS3) - sample files
The script dumps the files "as-is" without any conversion.
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Re: Haze (PS3) - sample files
aluigi wrote:The script dumps the files "as-is" without any conversion.
Managed to get around all of that by using a hex2obj program. I was wondering though if it was possible for you to update the script so all the dumps have the asset name? right now it dumps them and it has a string of numbers and i have to manually search over 28,000 files to find what I want. I appreciate your work though, I wouldn't be able to get as far on my project without it