moiennepe Posted May 1, 2019 Posted May 1, 2019 Run this batch cataname.rar in a folder under DX11_data, eg. DX11_data\meaningful names\, then it will build hardlinks between obfuscated assets names and their catalog'd names ( based on ver22400 ). (Linked) files start with ! are from named tables, such as char (character's head), kos, hair, mot .etc. Files start with @ are from unnamed tables, in unnamed tables: @1 ~ @3 = XWSFILE, unknown. @4 = Accessories TMC/TMCL @5 = TLSK, maybe some 2D icon/ui textures. @6 = STRPACK, strings, in unicode. @7 = CONTE, SCENE, and some headerless files, maybe scenes. @9 = Terrain TMC/TMCL. @10 = TLSK, LCSK, maybe 2D ui related. @11 = audio banks. @12 = _N1G, unknown @13 = TLSK, maybe some 2D icon/ui textures. @14 = TLSK, maybe some 2D icon/ui textures. @15 = TLSK, maybe some 2D icon/ui textures, relates to gacha. @16 = TLSK, maybe some 2D icon/ui textures, relates to trends. @17 = Furnitures TMC/TMCL. @18 = TMC/TMCL and clip, char_dat (motion?), unknown models. @19 = TLSK, maybe some 2D icon/ui textures, relates to trends. @20 = TLSK, maybe some 2D icon/ui textures. @21 = TLSK, maybe some 2D icon/ui textures, relates to title scene. @22 = wmv videos. @28 ~ @38 = TLSK, maybe some 2D icon/ui textures. @45 = UNDD0.3 1PDS, unknown. Here's also a modified TMC Polygon Tool / Movie Data Tool to parse VV's tmc: src.rar !kos326[2]_01.tmc = basic swimsuit Some mpm: (Parse only, export .etc not working since its code is messy.) Yes you can't see anything in the asset binaries when they are still compressed. And yes patch only 2 bytes in the executable then you can use decompressed files in game. I've offered you an example in that thread which got nuked a while ago. For the decryption, see the zenhax thread.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.