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Nemo

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Nemo last won the day on December 4 2019

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  1. I'm not trying to make a game for Ownership. I'm just trying to see if we can remake PSU so that development team has more freedom on the later end of things for making changes and such. Also I don't believe it would be that long since there has been evidence of Model Viewers and Animation Loading from the PSU files even if Animations aren't converted to a new file type we could just redo them with inspiration of OG PSU using a new BoneSystem. For the most part I think the Coding team has an Understanding of what's going on when it comes to communication on PSU but remaking it on the OpenSource platform will make it so that they definitely will know exactly whats going on and be free to make changes with a full understanding of what does what. Also if we went with your logic Clementine wouldn't exist. The main reason why Clementine took a long time to develop was because there were few people help if not only one or two, and they are reusing the PSU Inhouse engine they had to reverse engineer what they were able to packet sniff any what they didn't get... through testing they coded the hard way. I think max would take about a month or two to get a working Single player demo on the Unity Engine if we had about 10people Experienced 3d Devs Reusing some assets and Coders. The great thing about remaking it would be is that we can decide what actions are being sent and receive by the server to minimize server load.
  2. I'm a 3d Modeler and Animator ... I'm curious how many Developers do we have in this community that we can't recreate PSU on the Unity Engine or a more open sourced engine? Wouldn't this be way more efficient than the way Clementine is being developed? Even though they pretty much have a great percentage of things figured out I'm sure with what they have now they can reuse some coding or at least have an Idea of code to work off of when recreating functions. Can we get a list of Developers willing to remake PSU on an Open sourced Engine?
  3. So after decompiling all of PSU and inspecting Skill, TECHNIC and Bullet PA Parameters. The following classes area very much possible to create. Most the Stats for these Classes I thought of are based on pre-existing class stats already and for the SPECIAL type PA Functions would. I will continue to think up Class Types in this thread. [[ DualMaster ]] - S-Rank Twin Sabers,S-Rank Twin Daggers ,S-Rank Twin Claws,S-Rank Twin Handguns || Class HP Steal on Hit , PP Regen +15 Per hit Base Atk, PA DFP +15% ---------- [[ Assasasin ]] - S-Rank Bow, S-Rank Dagger, S-Rank RCSMs, S-Rank Spear, C-Rank Handgun || Class Lv4 Incapcitate On Hit, 30% Attack Speed ---------- [[ Elegantist ]] - S-Rank Double Saber, S-Rank Whip, S-Rank Cards, C-Rank Handgun || Class PA Modifier+ 15% , Lv5 Confusion on Hit at Class Lv20 , Lv5 Charm on Hit at Class Lv20 ---------- [[ PhotonFlorist ]]- S-Rank Wands , S-Rank Slicer, S-Rank SPECIAL RCSMs , C-Rank Handgun || Class Cannot Use TECHNICs, Class Wand can use SPECIALs Specific PAs, Class Mod ATP=Tech, Wand Uses Swords Basic Attack Animation and SPECIALs PA Animation , Slicer PA+ and Basic Attack Hit all Hitboxes on targets. Purchased at PA Counter for a Large amount of Meseta or Trade-in : Wand-> Copy Saber PA Rising Strike --> Rename --> "SPECIAL Phontonic Rise" Second Part of Photon Art will Area Cast a SPECIAL TECHNIC Version of Shifta+ Lv3 and Deband+ Lv3 Add Stamina+10 to the Party in Medium Range--Effect Timer: Lv0 15s, Lv11 30s, Lv21 45s, Lv31 60s, Lv41 120, Lv50 Shift/Deband+ Lv4 Purchased at PA Counter for a Large amount of Meseta or Trade-in : Wand-> Copy Dagger PA Buten Shuren-Zan --> Rename --> "SPECIAL Photonic Bloom" Second Part of Photon Art will Area Cast a SPECIAL TECHNIC Version Zodial+ Lv3 and Retier+ Lv3 Giresta+ "NO HEAL" Only Auto Recovery Lv1 to the Party in Medium Range --Effect Timer :Lv0 15s, Lv11 30s, Lv21 45s, Lv31 60s, Lv41 120s, Lv50 Zodial/Retier+ Lv4 Purchased at PA Counter for a Large amount of Meseta or Trade-in : Copy Dagger PA Shunbu Shouren-zan --> Rename --> "SPECIAL Photonic Cutter" Both First and Second attack send Photon Slicers out in the facing direction of the Main Character All Hit Boxes can be Hit on an enemy. Purchased at NPC for a Large amount of Meseta or Trade-in : Can only be equipped by [[ PhotonFlorist ]] SPECIAL RCSM 1dmg On Hit chance to inflict Jellen, Zulure ,Zoldeel upon success will cast on Target short range AOE.
  4. Updated original post. I'm not to sure if the info I've found is known or not but from my previous experience I did find a way to extract the .snj files so I'll be working on that in the future from now. If anyone has information pertaining to this feel free chat with me on discord or through these posts Discord - LordNemo#1312
  5. There acouple AFS files that won't extract due to Time Parameters even though I fix it in Hex and assign appropriate Bits to match the file extension. From my previous experience I believe you're right about how the file types are used. We should be able to extract static model data from the .xnr file and create an XML sheet and have the game reference XML data for loading specific Static Mesh like Weapons. Through my findings last night, Looking at Quest Data I believe S4 Missions pre-existed in the game ahead of it's time. Noticing there is a Language Section such as J/AE/G/F in the quest Data there is also Quest C, B, A, S, 1 ,2 ,3 ,4 then There are Block referencing which completely depends on the mission itself. Still much to brush through.
  6. Discord = LordNemo#1312 So I've been a 3d modeler for over 10 years now and well off and on I've been going at it attempting to extract PSU Gamedata objects along with their textures. At one point I succeeded and was stuck at re-packing without dataloss. It's been awhile since I've done some PSU modding and since I cleaned my computer out last month. I recently started playing PSUClem and again can't help but to feel we should be able to import models or use some sort of .XML format or .JSON for offloading new content. I got as far as Extracting the .afs files to .nbl files but I don't have knowledge of .nbl and can't seem to import the data to .obj , I don't care if the any data is lost because I will fix that physically and most likely polygon data won't be lost if someone has or can make a python script to convert .nbl to something more universal or better yes from a popular extension to .nbl. I'm trying to better know the data that is store within the .nbl filetype. So far what I've been able to extract are ..... .cvm to .ADX/.REL/.NBL/ , .AFS to .nbl So currently some .AFS files I can't exactly extract either due to TimeStamp being Invalid and I can't Hex edit the TimeStamp correct otherwise the AFS extension is lost so help would be nice on that lol I'll be updating this as with my progress even if I don't receive help lol Edited : 01/13/2022 1:49am ADX lossy compressed audio CRI ADX ADPCM audio v3, standard ADX, 48000Hz Audio: adpcm_adx audio/x-adx; charset=binary This format is being used to play as Audio for files ending in .ADX I've tested sounds and it's varies with a range from Menu music to Boss and Enemy Sounds. Enigma_Dev - Mentioned .NBL = This works almost similar to a .PAC or .DAT(Pack/Archive) format many Compile Heart games use. .NBL contains other File Types/Assets inside, located in the subdirectories, NMLL chunk and TMLL chunk. .XNJ = 3D Model .REL = File Integrity Checker? .XNA = Data Switches for Particles or 3D Models? .XNT = Index Data of Textures used on 3D Models in .XVR .XNM = Motion Data or Dialogue? .XNR = This does something with .XNA, .XNJ, .XNT, .XNM, Textures, etc. This may be some sort of Script. Edited : 01/15/2022 Example creature Data file types - Ageeta .BIN = Taking a big guess but this is partial AI information or attack pattern instructions. .SNA =[ en_xxx_1ndin.sna 1ndin Pelvis Chest Neck Head L_Thigh L_Calf L_Foot R_Thigh R_Calf R_Foot Tail01 Tail02 Tail03 1ndin_mdl Notes= "1ndin_mdl" May be the Rigging system for the Ageeta " .mdl " or " _mdl " mentions important for future .SNJ = Object Models [" en_xxx_1ndin_Lead " is the Model ] without "_lead " is the Rig. .SNR = Variety of Data involving Atk,Dmg and Targeting ? Maybe More ? .SNT = Texture Data SVR = I'm not to sure Edited : 01/13/2022 11:15am I'm working on archiving the data so I can sort through them easier.
  7. Wish I could have seem this earlier or i would have helped you fix the issue.
  8. I wish we had an NPC at someplace like Dullgun View Plaza that would sell random weapons with random % and grinds even broken grinds like the NPC in PSO1.
  9. Dude hiken PA's are taking like 5times longer than regular PA's is something wrong Q___Q
  10. Are you trolling me ? you're not being very helpful ....
  11. Nemo

    Quick question

    Yooo Jesse \o/ lol dunno how its spelled , uhh yeah they're DullgunViewPlaza it is kinda steep priced for how rare weapon drops are.
  12. Umm... Blender doesn't extract models it has nothing to do with it. Blender is a 3d modeling, animating, material, sculpting any many other things that include the manipulation of vertices/vertex groups but it does not extract or sniff data from any program unless you have some sort of custom python code which would be out of the normal to do anything of that sort with Blender. I've been using 3ds Max, Maya and Blender since 2009
  13. So I've extracted this model form Unsafe Passage it took some time to figure out what the texture and model files were to get this together. The thing is without any knowledge or reverse engineer of the PSUC file I won't be able to figure out how we can utilize the ability to edit models, create new models, edit textures or create new textures for retexturing and reusing older map data files for a renewed experience. I only want to help PSU evolve into what it could have been had it stayed around another 10years. If anyone has any info please help me out. I've be able to extract this model and texture data while retaining the Weights to each model. What are Weights ? Weights are a type of function that allows the bone data to attach to 3d model data and so it's able to become animated with the bone data animation. This means I don't have to edit weight data and it let's us better understand how models in PSU are animated by bone simply because this is raw data. I haven't been able to find if this game uses Normals/BumpMaps I'm guessing this game uses MipMaps though because most textures are 256 and under. Anyways I'm unable to do much from here since I can't simply exchange files because there's really not an all in one decompression manager for PSU. Kinda trying to figure out what to do from here ughh. Here's a picture of what I took out of PSUC lol
  14. I noticed the build data didn't change when logging in ? Do is this correct? April 28
  15. I can Extract the file data needed from the PSP version for any JP mission that'll but first I need to complete my .nbl extractor so I can edit .xnr files and testing for compression data. So this would be low priority but I would like to come to this eventually.
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