Hacking Documenting BFRES File Format

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Anyone up for helping document the format and creating editors? I can give you a good starting point if anyone wants to try. Specifically the main obstacle is figuring out the texture swizzling algorithm.
Here's the original file, extracted texture data (the .bin files), the FTEX sections (might be useful), my god awful script I wrote in 5 minutes to extract all textures, and the converted file obtained from Models Resource.
I'm not advanced enough to do this which is why I'm asking for help.

Some additional resources, the main documentation source is the MK8 Tockdom Wiki, LordNed has started a tool, Kinnay wrote a script to extract the raw mesh from them, and Treeki made a GFX decoder which I've never gotten to work.
 
Anyone up for helping document the format and creating editors? I can give you a good starting point if anyone wants to try. Specifically the main obstacle is figuring out the texture swizzling algorithm.
Here's the original file, extracted texture data (the .bin files), the FTEX sections (might be useful), my god awful script I wrote in 5 minutes to extract all textures, and the converted file obtained from Models Resource.
I'm not advanced enough to do this which is why I'm asking for help.

Some additional resources, the main documentation source is the MK8 Tockdom Wiki, LordNed has started a tool, Kinnay wrote a script to extract the raw mesh from them, and Treeki made a GFX decoder which I've never gotten to work.


I would be happy to help! I've done some similar things before, like figuring out some of the subtleties of the GCN BMD model format.

BTW, I compiled Treeki's GTX extractor for AboodXD. Apparently, I'm the only one who's been able to?!!:lol: He said that it works.
 
AFAIK that was written for decoding NSMBU tilesets specifically, I haven't had it compiled so of course I couldn't test to see if it works elsewhere, but according to LordNed, you can decode textures extracted from his tool with TexConv2 from the leaked 2.09.22 SDK (which includes source and obviously can't be uploaded anywhere because copyright). I don't have much time on my hands at the moment but I'll help whoever's interested.
 
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AFAIK that was written for decoding NSMBU tilesets specifically, I haven't had it compiled so of course I couldn't test to see if it works elsewhere, but according to LordNed, you can decode textures extracted from his tool with TexConv2 from the leaked 2.09.22 SDK (which includes source and obviously can't be uploaded anywhere because copyright). I don't have much time on my hands at the moment but I'll help whoever's interested.
I can ask Comex, or even Marcan to help. I need to find their phone numbers again. My phone lost some contacts :-( Odds are great that Bubba already has this tool and that TSK has a theory on how to do it. Seriously, you had one person make a serious offer to help?
 

No, actually. I thought I had read somewhere about a 3DS MAX script but I never found it until you linked it. Still, that's only import, we'd also need export in order for it to be useful for game mods. It's a great start though :P (IEA's the model expert, not me, not at all surprised he made that)
It's also not a proper substitute for documentation.
 
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I can ask Comex, or even Marcan to help. I need to find their phone numbers again. My phone lost some contacts :-( Odds are great that Bubba already has this tool and that TSK has a theory on how to do it. Seriously, you had one person make a serious offer to help?

yes yes ask marcan and comex plzz. im sure they will join in if you request...... :lol:
 
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this has nothing to do with bfres files but thought id let you know ive been working on a benzinU for the bflyt and bflan files

its unpacking 90% of the bflyt files and 100% of the bflan files

theres some unknown stuff i cant do till i have a way to test them on the wii u to work out what them parts do
 
That's useful too. It'll definitely come in handy in the near future. Is any of it documented on mk8.tockdom.com ?

no its not documented there or anywhere else ive seen however the files are very similar to the brlyt/brlan files from the wii
theres a few new sections and changes in the files structure
 
this has nothing to do with bfres files but thought id let you know ive been working on a benzinU for the bflyt and bflan files

its unpacking 90% of the bflyt files and 100% of the bflan files

theres some unknown stuff i cant do till i have a way to test them on the wii u to work out what them parts do
Can you release it?
 
Anyone up for helping document the format and creating editors? I can give you a good starting point if anyone wants to try. Specifically the main obstacle is figuring out the texture swizzling algorithm.
Here's the original file, extracted texture data (the .bin files), the FTEX sections (might be useful), my god awful script I wrote in 5 minutes to extract all textures, and the converted file obtained from Models Resource.
I'm not advanced enough to do this which is why I'm asking for help.

Some additional resources, the main documentation source is the MK8 Tockdom Wiki, LordNed has started a tool, Kinnay wrote a script to extract the raw mesh from them, and Treeki made a GFX decoder which I've never gotten to work.
We need this now more than ever
 

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