The Gunstringer: Dead Man Running .Arch file?

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
WareWolffTen31
Posts: 43
Joined: Sat Jan 27, 2018 4:29 am

The Gunstringer: Dead Man Running .Arch file?

Post by WareWolffTen31 »

a game i've had on windows for a few years now, it's been delisted since 2013 but im able to still download/install/play it, i wondered about getting the few models that are in this game, since my only other option is the Kinect only game of the Gunstringer for 360, i was told the models/assest and all that is in this file type called Data.Arch, the game was exclusively a Windows 8 or Windows 10 app, i'm able to access the files easily for it being older, but just don't know how to go about extracting this file type, i found some called .Arch01 files but they were for Condemned and Fear which isn't the same thing, so i don't really know what else to try here if anyone's able to help at all. (sorry for the long post)
Last edited by WareWolffTen31 on Tue Jan 30, 2018 3:23 pm, edited 1 time in total.
aluigi
Site Admin
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Re: The Gunstringer: Dead Man Running .Arch file?

Post by aluigi »

Try the script http://aluigi.org/bms/fear.bms
If it doesn't work then upload the 2 files generated by http://aluigi.org/bms/filecutter.bms
WareWolffTen31
Posts: 43
Joined: Sat Jan 27, 2018 4:29 am

Re: The Gunstringer: Dead Man Running .Arch file?

Post by WareWolffTen31 »

with the Fear script it just gets 0 files in 0 seconds, so here are the 2 files it gets with the filecutter script
aluigi
Site Admin
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Re: The Gunstringer: Dead Man Running .Arch file?

Post by aluigi »

WareWolffTen31
Posts: 43
Joined: Sat Jan 27, 2018 4:29 am

Re: The Gunstringer: Dead Man Running .Arch file?

Post by WareWolffTen31 »

thanks for that! it works for extracting the files, but now there's another problem lol, the models seem to be in .mesh format, in parts, like body, hat, head etc, they have .mesh and .pod each, i tried importing the .mesh files into Blender with a plugin or even XNALara, but it doesn't appear to be the same type of .mesh file, any ideas with this part?

Edit: i've been told the .pod files are the model files, but still can't find a way to import or convert them to a usable format
WareWolffTen31
Posts: 43
Joined: Sat Jan 27, 2018 4:29 am

Re: The Gunstringer: Dead Man Running .Arch file?

Post by WareWolffTen31 »

these are the files if there's any script or plugin or whatever that may be able to open these
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: The Gunstringer: Dead Man Running .Arch file?

Post by Acewell »

WareWolffTen31 wrote:these are the files

if you just want mesh with UVs you can get it easily with Hex2obj :D
head.pod
Image

body.pod
Image
WareWolffTen31
Posts: 43
Joined: Sat Jan 27, 2018 4:29 am

Re: The Gunstringer: Dead Man Running .Arch file?

Post by WareWolffTen31 »

someone on deviantart told me i could probably get it with Hex2obj, but i don't have any experience with a Hex Editor, is there any sort of somewhat simple explanation on what to do?

Edit: i tried loading his Head and Body, was only able to do it from copying the places you had filled out already there (it all makes zero sense to me) but the UV's export as an .obj as well, i don't understand how to do that part either really if the uv's are also a model, but yes, all i want is all his main pieces (head, body, pants, gloves, boots and hat) as obj with UV's for textures to go on, cause i have the texture files too and don't know how to fix broken uv's either if i can't get the uv's from this
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: The Gunstringer: Dead Man Running .Arch file?

Post by Acewell »

don't bother with the test.obj or testUVs.obj files, after you enter the values in Hex2obj and
check to see if everything looks okay go to File>Save as Mesh and use that obj file instead. :)
WareWolffTen31
Posts: 43
Joined: Sat Jan 27, 2018 4:29 am

Re: The Gunstringer: Dead Man Running .Arch file?

Post by WareWolffTen31 »

Acewell wrote:don't bother with the test.obj or testUVs.obj files, after you enter the values in Hex2obj and
check to see if everything looks okay go to File>Save as Mesh and use that obj file instead. :)


alright thanks, i'll try that and see if the textures go on correctly, i don't understand how to get the values for the other pieces though for the pants, hat, boots and gloves, if it's not too much to ask would you be able to sort of do pictures for those like you did the other 2?

Edit: yes, the textures work on the head and torso i have, i'm just not sure how to get the rest
WareWolffTen31
Posts: 43
Joined: Sat Jan 27, 2018 4:29 am

Re: The Gunstringer: Dead Man Running .Arch file?

Post by WareWolffTen31 »

i've been messing around with Hex2obj since this and i don't understand at all how to get those numbers, i've even been following written and video tutorials on how to use it, taking the start and end or whatever they do in tutorials then using a calculator to convert hex to decimal and all and i don't end up with the same numbers you have there on the head or body for the face indices count, i understand only how to find the face indices start address, tutorials seem like they just pull the other numbers by random or from nowhere
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: The Gunstringer: Dead Man Running .Arch file?

Post by Acewell »

here is h2o files that contain the correct Hex2obj settings for the remaining 4 pod files :)
h2o_files.zip

example how to use h2o files:
1. File > Open > boots.pod
2. File > Open H2O > boots_0.h2o
3. File > Save as Mesh
repeat steps for each pod file while using the corresponding h20 file :)
WareWolffTen31
Posts: 43
Joined: Sat Jan 27, 2018 4:29 am

Re: The Gunstringer: Dead Man Running .Arch file?

Post by WareWolffTen31 »

Acewell wrote:here is h2o files that contain the correct Hex2obj settings for the remaining 4 pod files :)
h2o_files.zip
example how to use h2o files:
1. File > Open > boots.pod
2. File > Open H2O > boots_0.h2o
3. File > Save as Mesh
repeat steps for each pod file while using the corresponding h20 file :)



thanks for all the help with this, i normally extract or rip models myself from a wide variety of consoles and game types, but i've never had to use a hex editor as my only known option, i got the full model now though