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Ryfon

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Joined
May 21, 2012
a few sample files would be helpful for looking into the contents of such files
 

Ryfon

Potential Patron
Joined
May 21, 2012
structure is this:
header - $CMP
long - zsize
long - dummy
long - dummy
long - size
long - zsize
long - dummy
long - Flag (multi-part if 000f0000)
------------------
header - $CL0
long - zsize
long - size
long - dummy
data
-------------------
repeat $CL0 section if multi-part

Problem now is compression seems to be a custom method, none of the standard methods work to give anything usable.
From the little i can get at without figuring out the compression method, the files seem to contain models, shaders, and images

Edit: compression seems to be a variant of RLE Compression
 
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Ryfon

Potential Patron
Joined
May 21, 2012
unfortunately there is no known compression method for these files. i have tried everything i could find so I'm stuck.
here is my bms script if they ever add support for these.
Code:
comtype COMP_COMPRLIB_RLE3

endian big
idstring "$CMP"
get ZSIZE long
get ZERO long
get ZERO long
get SIZE long
get ZSIZE long
get ZERO long
get DUMMY long

putvarchr MEMORY_FILE SIZE 0
log MEMORY_FILE 0 0
append
for MEM_SIZE = 0 < SIZE
    #idstring "$CL0"
    getdstring SIGN 4
    if SIGN != "$CL0"
        break
    endif
    get CHUNK_SIZE long
    get CHUNK_ZSIZE long
    get ZERO long
    savepos CHUNK_OFFSET
    math CHUNK_ZSIZE - 0x10
    clog MEMORY_FILE CHUNK_OFFSET CHUNK_ZSIZE CHUNK_SIZE
    math CHUNK_OFFSET + CHUNK_ZSIZE
    goto CHUNK_OFFSET
    get MEM_SIZE asize MEMORY_FILE
next i
append

get NAME basename
log NAME 0 MEM_SIZE MEMORY_FILE
 

Deleted member 16864

Vivacious Visitor
Joined
Feb 11, 2016
My only other thought would be to go onto a website like stack overflow and ask them to help make a compression/de-compression program for scz files. Or find out if someone knows how to use that scz compression file that has been mentioned already and send them an example file from burning blood and see if they can get it to work.
 

Shreejeet

Potential Patron
Joined
Oct 21, 2016
unfortunately there is no known compression method for these files. i have tried everything i could find so I'm stuck.
here is my bms script if they ever add support for these.
Code:
comtype COMP_COMPRLIB_RLE3

endian big
idstring "$CMP"
get ZSIZE long
get ZERO long
get ZERO long
get SIZE long
get ZSIZE long
get ZERO long
get DUMMY long

putvarchr MEMORY_FILE SIZE 0
log MEMORY_FILE 0 0
append
for MEM_SIZE = 0 < SIZE
    #idstring "$CL0"
    getdstring SIGN 4
    if SIGN != "$CL0"
        break
    endif
    get CHUNK_SIZE long
    get CHUNK_ZSIZE long
    get ZERO long
    savepos CHUNK_OFFSET
    math CHUNK_ZSIZE - 0x10
    clog MEMORY_FILE CHUNK_OFFSET CHUNK_ZSIZE CHUNK_SIZE
    math CHUNK_OFFSET + CHUNK_ZSIZE
    goto CHUNK_OFFSET
    get MEM_SIZE asize MEMORY_FILE
next i
append

get NAME basename
log NAME 0 MEM_SIZE MEMORY_FILE
Hey there, i am new here, and i have just learned to create a bms script, can you tell me how do you know you have to subtract 0x10 from chunk_zsize. and also these extracts a .npk file, does that file can be extracted too if yes can you please write a script for it cause i am still a noob at this. Thankyou
 
C

chrrox

This game uses over 4gb of ram that is why most of the modding tools do not work on it.
npk is model information
npki is raw model vertex and face data
npkv is raw texture buffer
list of who is in what model files
One Piece: Burning Blood
ninja ripper is dumping textures in the wrong color space in this game but that can be fixed
Ninja Ripper Tex
Tex_0042_11.png

Correct Tex
Tex_0042_12.png

Here is Nami
nami.zip (6.97MB) - SendSpace.com
Here is Nami DLC (Swim)
NamiDLC.7z (4.15MB) - SendSpace.com
Here is Robin Normal
robin.7z (4.11MB) - SendSpace.com
Robin DLC (Swim)
robin_dlc.7z (5.05MB) - SendSpace.com
Here is Koala
Koala.7z (4.52MB) - SendSpace.com
Here is Koala DLC (Swim)
KoalaDLC.7z (4.95MB) - SendSpace.com
Here is Hancock
Hancock.7z (3.76MB) - SendSpace.com
Here is HanckockDLC (Swim)
HancockDLC.7z (3.26MB) - SendSpace.com
Here is Perona
Perona.7z (4.26MB) - SendSpace.com
Here is PeronaDLC (Swim)
PeronaDLC.7z (6.67MB) - SendSpace.com

J3GexI.jpg
 
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TheGreenCero

Potential Patron
Joined
Jan 16, 2017
This game uses over 4gb of ram that is why most of the modding tools do not work on it.
npk is model information
npki is raw model vertex and face data
npkv is raw texture buffer
list of who is in what model files
One Piece: Burning Blood
ninja ripper is dumping textures in the wrong color space in this game but that can be fixed
Ninja Ripper Tex
Tex_0042_11.png

Correct Tex
Tex_0042_12.png

Here is Nami
nami.zip (6.97MB) - SendSpace.com
Here is Nami DLC (Swim)
NamiDLC.7z (4.15MB) - SendSpace.com
Here is Robin Normal
robin.7z (4.11MB) - SendSpace.com
Robin DLC (Swim)
robin_dlc.7z (5.05MB) - SendSpace.com
Here is Koala
Koala.7z (4.52MB) - SendSpace.com
Here is Koala DLC (Swim)
KoalaDLC.7z (4.95MB) - SendSpace.com
Here is Hancock
Hancock.7z (3.76MB) - SendSpace.com
Here is HanckockDLC (Swim)
HancockDLC.7z (3.26MB) - SendSpace.com
Here is Perona
Perona.7z (4.26MB) - SendSpace.com
Here is PeronaDLC (Swim)
PeronaDLC.7z (6.67MB) - SendSpace.com

J3GexI.jpg
hi, how did u get them in t-pose? ninjaripper for me will just rip as the scene is
 

xxorishasxx

Potential Patron
Joined
Jan 19, 2017
Hello friend help me can make me a tutorial of how to have all the models of the game that to removed those models gives me their facebock or something One Piece Burning Blood modding
 

Deleted member 16864

Vivacious Visitor
Joined
Feb 11, 2016
The main problem for mods is there's no way to import the extracted models or textures back into the game.
Okay so we can't edit textures but now we can edit the models themselves which is even better. The problem is that we can't import them back in. But isn't their a unpacker that can also repack these files?
 
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