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Post by reaccount on Mar 8, 2016 5:28:30 GMT 10
You're dragging the arc file onto the bat, with the bat, arc, and arctool.exe all in the same folder, right?
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Post by classicbiohazard on Mar 8, 2016 7:52:58 GMT 10
I think you make me see the problem xD You say I have to put the arc file on the bat, and I was putting the arc file on the arctool xD At the beggining it failed again, but for some unknown reason it starts to work. Thanks!
EDIT: I see...the arcfile have to be in the same folder as Arctool and the bats. if it isn't there, the arctool doesn't extract nothing.
Another question, How I extract the sbc files from the rooms of the remake? I write this on the bat file:
arctool -rehd -texRE6 -sbc -alwayscomp -pc -txt -v 7 %1 %2 %3 %4 %5 %6 %7 %8 %9
But only extracts texture files.
And How i extract more than one arc file at once?
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Post by reaccount on Mar 8, 2016 8:57:34 GMT 10
I'm not sure you can extract more than one arc file at once. As for the sbc files, make sure you're extracting the right arc file. The files with five digits, like r20401 (located in native pc -> arc -> scr), refer to specific backgrounds, and will only contain textures. Files like r114 (located in native pc -> arc -> room) are what you're looking for, and they should contain a folder called sbc.
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Post by classicbiohazard on Mar 8, 2016 9:16:16 GMT 10
Thanks! I'm a disaster xd
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Working Hard....
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Post by samurai on Mar 13, 2016 13:58:12 GMT 10
Hi, everyone. Can someone tell me which file extension is used for which purpose? Like tex, mod, mot etc..
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Post by Noname on Apr 15, 2016 8:22:13 GMT 10
Are there any tools for unpacking the .stqr audio files?
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✫Advanced Coder✫
First, I was known as Sectus. And then, well, I ended up here.
Posts: 2,811
Original Join Date: Aug 31 2009
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Post by FluffyQuack on Apr 17, 2016 19:56:35 GMT 10
New version: www.fluffyquack.com/tools/ARCtool.rarv0-9-423 - XFS conversion: Fixed precision with float conversion (some floats could have become slightly different when being converted to and from text form).
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Post by hellbringer999 on Apr 24, 2016 21:56:44 GMT 10
Hello. Why converted textures smaller than the original? Original - screenshot, Converted - converted texture.
OriginalConverted
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✫Advanced Coder✫
First, I was known as Sectus. And then, well, I ended up here.
Posts: 2,811
Original Join Date: Aug 31 2009
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Post by FluffyQuack on Apr 25, 2016 2:31:41 GMT 10
The first is a screenshot, and the second is the texture itself? The texture is weirdly aligned, but that screenshot definitely looks like a texture which is upscaled. I don't think there's anything wrong there.
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Post by hellbringer999 on Apr 25, 2016 5:49:53 GMT 10
Hmm. The texture really looks upscaled. Thanks
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Post by bitq on May 3, 2016 9:45:32 GMT 10
Can anyone explain what the files are with random hex as the extension?
For example: atkcollision.5B486CCE
My first thought is that they are encrypted text files, where the file extension is either the encryption key or the intialization vector.
I ask this because I am hoping to find a way to modify some of the core data for UMvC3, such as the number of recovery frames for an attack, or the amount of damage an attack does.
Thanks, and great job with the ARCTool so far!
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Post by bitq on May 3, 2016 9:59:58 GMT 10
As a followup, I noticed that many of these seemingly random extensions are shared across multiple files, such as atkcollision.5B486CCE and bodycollision.5B486CCE. I assume these two files both contain hitbox data, so perhaps my theory about the encryption is incorrect.
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✫Advanced Coder✫
First, I was known as Sectus. And then, well, I ended up here.
Posts: 2,811
Original Join Date: Aug 31 2009
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Post by FluffyQuack on May 10, 2016 1:12:21 GMT 10
Can anyone explain what the files are with random hex as the extension? For example: atkcollision.5B486CCE My first thought is that they are encrypted text files, where the file extension is either the encryption key or the intialization vector. I ask this because I am hoping to find a way to modify some of the core data for UMvC3, such as the number of recovery frames for an attack, or the amount of damage an attack does. Thanks, and great job with the ARCTool so far! ARC files don't store real extension names, but a hash instead. I've got incomplete lists as part of arctool for real extensions, but I never started making a list for UMVC3, so you'll see plenty of unknown extensions for the game (the files are still possible to edit like any other and you can also repack them just fine).
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Post by bitq on May 10, 2016 16:13:34 GMT 10
Ah. Thanks for that info. What is the process you use for identifying the true extension? Do you just open it in a hex editor and make an educated guess? Or is there some kind of tool that will detect it? I am willing to make the effort to go through the UMvC3 files and identify them, but I don't really know where to start. I tried opening them with several different text encoding formats and it's all gibberish. Maybe I need to open as UTF-16 and be able to understand Japanese?
EDIT: I spent some more time investigating and am starting to make some sense of these files. They all use a sort of array/table format.
The first 8 bytes are a header that I believe identifies the true file extension:
00 49 54 41 20 11 04 05
In this case, the extension would be .ITA (00 49 54 41)
The extensions I am seeing are not known formats and probably something Capcom-specific. But these three characters are always the same in files that share the same arc extension hash.
The second 8 bytes specifies the number of elements in the array:
00 00 00 68 00 00 00 00
After that, there is an 8 byte block for each element, which probably specifies the item type (and maybe the length?):
00 00 00 00 00 00 03 50 00 00 00 01 00 00 04 DC 00 00 00 02 00 00 06 68 00 00 00 03 00 00 07 F4 00 00 00 04 00 00 09 80 00 00 00 05 00 00 0B 0C 00 00 00 06 00 00 0C 98 00 00 00 07 00 00 0E 24 ...
Hopefully these types correspond with the ones already identified in RE XFS files. I have not yet investigated this.
Finally, the actual element data:
FF FF FF FF FF FF FF FF FF FF FF FF 00 00 00 00 00 00 00 00 FF FF FF FF 00 00 00 01 FF FF FF FF 00 00 00 01 00 00 00 04 3F 80 00 00 BF 80 00 00 BF 80 00 00 00 80 0C 00 00 00 00 00 00 00 00 00 00 00 00 02 00 00 00 01 00 00 00 00 00 00 00 0A 00 00 00 0A 00 00 00 0A 00 00 01 2C 3F 66 66 66 3F 80 00 00 3E 99 99 9A FF FF FF FF 3F 80 00 00 BF 80 00 00 00 00 00 00 00 00 00 00 00 00 00 02 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 C1 10 00 00 3F A6 66 66 C1 00 00 00 3F 4C CC CD 41 20 00 00 3F 7A E1 48 40 A0 00 00 3F 40 00 00 41 A0 00 00 3F 7A E1 48 00 00 00 08 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 26 00 00 00 00 42 48 00 00 41 B8 00 00 00 00 00 00 00 00 00 26 00 00 00 00 42 48 00 00 41 B8 00 00 00 00 00 00 00 00 00 00 FF FF FF FF 00 00 00 00 FF FF FF FF 00 00 00 00 FF FF FF FF FF FF FF FF ...
I still have no idea how to read this. It'll probably take a lot of trial and error editing values, repacking, and checking the result in the game, before this stuff is readable.
I have started a Slack group for people who want to discuss and work on this. FluffyQuack, lemme know if you are interested or would prefer to avoid UMvC3 for now.
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Post by meomeo on May 25, 2016 0:20:20 GMT 10
Arc tool it not working on arc file with SFH header of Re5 Gold ps3.
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