Closed hueyyeng closed 5 years ago
Where are you even getting those extensions from? They're definitely not in the archives.
Is there a particular reason you need the extensions?
By the way, these tools? https://github.com/delguoqing/various/blob/master/tov_tools/script/splitter.py
They're just guessing them based on file headers and general convention.
Ah didn't know he has the scripts on GitHub. In that case, I'll rework my Python script to detect the file headers and set the correct file extension. I'll close this issue then and apology for the unreasonable request. 😅
Recently I manage to figure out how to exploit the DLC folder in the PC version of Vesperia to inject new costumes slot to avoid the tedious process of repacking the
chara.svo
for texture modding and if possible, custom meshes!Using your explanation if your Let's Play on editing the
menu.svo
to remap the title with a particular costume, the game manage to load the new costumes slot which brings up the question... it is possible to detect the extension of a file during extraction forchara.svo
assets?The ToVfps4e currently label each new file with autoincrement numbering extension. I do have access to a Python 2 mesh parser scripts courtesy of delguoqing which only works for the 360 version but I'm afraid I can't share it since I asked for the scripts through PM at Xentax.
Here's the extracted files for PC version using your tools (with renamed extension for known files):
The equivalent files for 360 version using the Python 2 mesh parser scripts by delguoqing:
My observation so far is the SPM and SPV files being much smaller in the PC version so I'm unsure if the PS3 version stored the meshes elsewhere.
That will be for me to explore but if possible, I appreciate if your tools can help to rename the files with the right extension name. Sorry to bother you with another issue as I'm still new to file hacking.