Project: UnLockRay ( ULR / REL )
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Shrooblord

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Re: Project: UnLockRay ( ULR / REL )
It's very nice! However, if I'm being hyper-critical, I'll point out that certain letters like the M do still not truly represent the originals fully.
Anyway, as far as system fonts go, these two are great. But for in-game text, I'll be using the real thing. ;D
Anyway, as far as system fonts go, these two are great. But for in-game text, I'll be using the real thing. ;D

Play Rayman Arena (PC) online with friends~! (Or here.)
Dart wrote:Sometimes life just comes out of nowhere and demands a lot of your attention.
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Snagglebee

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Re: Project: UnLockRay ( ULR / REL )
My attempts to get Rayman 2 and Rayman M running on Mac OS X running via Wineskin kept failing. I tried multiple engines, ajusted many configurations here and there and downloaded many addons just in hope to get these running, but it kept failingShrooblord wrote:I've had bad experiences getting Wine to do what I want in the past.

Re: Project: UnLockRay ( ULR / REL )
Got some information about the Model files of Rayman.
Actually I was working with Tonic Trouble, a similar game with a similar File Structure. I was already able to unpack the Textures with the Tool MixerX made for Rayman 2/3. Now I really want to find out how Geometry is stored in Rayman/Tonic Trouble.
In the "invenor" folder of Tonic Trouble I was able to find a file called "inventai.imd" it is a normal ASCII-File (Text-File) whick contains diffrent information but mainly Geometry data used for the Inventory Screen of Tonic Trouble. Allthough I don't know what 3D-File it is, it is pretty simple to read and I've managed to write a little script to import the Geometry of the File to 3ds Max. And it worked!
Unfortunately, the rest of the Geometry (for the Levels and other Models) seems to be stored in Binary Code. I am pretty Sure the Geometry for Models and Environments is contained in the .sna-files (they are the biggest files in the world-folder and if you watch them with a Hex-Editor you can read strings like 'texture1.tga') But I think the files have the same structure as the ASCII-File (.imd) only difference is that they are saved as a binary file. Now, I'm not into Binary Files but I'm pretty sure you should be able to convert binaries to Asciis and vice versa.
Anyways... Here is a part of the"inventai.imd" file (Only one Object. the rest of the File is similar...it looks like the 3D-Files contain more than one Model). Have a look! I'm sure it has some nice information. You can see that the header says:
; SCR 526
; Scripts Parser Version 5.2.6
; (c) Ubi Simulations 1997
;.MOD (graphic Module) : inventaire.MOD
;Generated by 3DSMAX ExpMod plug-in from file (null)
;Created date : 12/12/97 17:18:24
haven't found a 3ds Max Plug-In called ExpMod (It's probably made by Ubisoft) and you can see that they called the File Format ".MOD"
Actually I was working with Tonic Trouble, a similar game with a similar File Structure. I was already able to unpack the Textures with the Tool MixerX made for Rayman 2/3. Now I really want to find out how Geometry is stored in Rayman/Tonic Trouble.
In the "invenor" folder of Tonic Trouble I was able to find a file called "inventai.imd" it is a normal ASCII-File (Text-File) whick contains diffrent information but mainly Geometry data used for the Inventory Screen of Tonic Trouble. Allthough I don't know what 3D-File it is, it is pretty simple to read and I've managed to write a little script to import the Geometry of the File to 3ds Max. And it worked!
Unfortunately, the rest of the Geometry (for the Levels and other Models) seems to be stored in Binary Code. I am pretty Sure the Geometry for Models and Environments is contained in the .sna-files (they are the biggest files in the world-folder and if you watch them with a Hex-Editor you can read strings like 'texture1.tga') But I think the files have the same structure as the ASCII-File (.imd) only difference is that they are saved as a binary file. Now, I'm not into Binary Files but I'm pretty sure you should be able to convert binaries to Asciis and vice versa.
Anyways... Here is a part of the"inventai.imd" file (Only one Object. the rest of the File is similar...it looks like the 3D-Files contain more than one Model). Have a look! I'm sure it has some nice information. You can see that the header says:
; SCR 526
; Scripts Parser Version 5.2.6
; (c) Ubi Simulations 1997
;.MOD (graphic Module) : inventaire.MOD
;Generated by 3DSMAX ExpMod plug-in from file (null)
;Created date : 12/12/97 17:18:24
haven't found a 3ds Max Plug-In called ExpMod (It's probably made by Ubisoft) and you can see that they called the File Format ".MOD"
Code: Select all
; SCR 526
; Scripts Parser Version 5.2.6
; (c) Ubi Simulations 1997
;.MOD (graphic Module) : inventaire.MOD
;Generated by 3DSMAX ExpMod plug-in from file (null)
;Created date : 12/12/97 17:18:24
;Version directive, the version number is stored in file result 0
$SetCurrentFileDouble(0,"5.20")
;Unit directive, the unit is stored in file result 1
;And correspond to the value of one unit exprimed in meter
$SetCurrentFileDouble(1,1)
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AddElement(0,IndexedTriangles,"*^ElementIndexedTriangles:baton_doc_manche")
AddElement(1,IndexedTriangles,"*^ElementIndexedTriangles:baton_doc_embout")
}
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AddUV(0,0,"1.49012e-007")
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;************************************************
Material("*^Material:doc_embout")
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Shrooblord

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Re: Project: UnLockRay ( ULR / REL )
Haha, that's pretty fantastic! Yes, binaries can be interconverted into ASCII files, as long as the right algorhythms to decode one into the other are in place. Using Maya, I've found that a file you save as a Maya Binary at one point can just as easily become a Maya ASCII file if you so choose. It's probably just a matter of how the data is stored/encrypted.
But this might be a great step forwards into unlocking the models/geometry of the games. Great work, Sir Pal!
But this might be a great step forwards into unlocking the models/geometry of the games. Great work, Sir Pal!

Play Rayman Arena (PC) online with friends~! (Or here.)
Dart wrote:Sometimes life just comes out of nowhere and demands a lot of your attention.
Re: Project: UnLockRay ( ULR / REL )
Yeah, so you would need the algorithm if you want to convert them to ASCII...but maybe they don't have to be in ascii. If someone who knows how to analyze an unknown file type can compare this ASCII file with the binaries that have to be encrypted it would be a great help. I'm pretty sure that this ASCII-File and the binary .sna files have the same structure (you can tell by viewing the .sna files in a Hex-Editor)
Anyways, that's way beyond my skills but maybe someone who understands something about file-encription can use it...
Anyways, that's way beyond my skills but maybe someone who understands something about file-encription can use it...

Re: Project: UnLockRay ( ULR / REL )
You're a genius! Would you mind adding us on Skype please? (sent you my skype in PM, but it's Got4n123)
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PluMGMK

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Re: Project: UnLockRay ( ULR / REL )
So they used 3DS Max, eh? That's interesting (but not surprising, I guess).

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Re: Project: UnLockRay ( ULR / REL )
yep. They did it with max 1.1 You can see some work in Progress pics of the Game in max by Ulrick Park, who worked as a 3D Artist for the game
http://ulrickpark.free.fr/indexcadre.html (go to gallery->Tonic Trouble)
Why didn't they just use a normal format? >:
I'm still trying to decypher the binaries. I'm pretty sure how the 3d Geometry is stored now. It's similar to other 3D-File-Formats. My only problem is to get around the binary issue. If i just had two files of the same object...one in binary and one in ASCII. Unfortunately I couldn't find one...
http://ulrickpark.free.fr/indexcadre.html (go to gallery->Tonic Trouble)
Why didn't they just use a normal format? >:
I'm still trying to decypher the binaries. I'm pretty sure how the 3d Geometry is stored now. It's similar to other 3D-File-Formats. My only problem is to get around the binary issue. If i just had two files of the same object...one in binary and one in ASCII. Unfortunately I couldn't find one...

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PluMGMK

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Re: Project: UnLockRay ( ULR / REL )
The R2/TT engine was all about efficiency. The formats are all about cramming as much info into as tight a space as possible, so the game is still awesome while fitting on an N64 cartridge!

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Re: Project: UnLockRay ( ULR / REL )
I read on IGN that a PS2 Magazine demo have a Rayman 3 demo, did anyone tested it? It's the 67th I think :p
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PluMGMK

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Re: Project: UnLockRay ( ULR / REL )
Got4n, did you and Droolie ever have a look at the Rayman 2 map files?

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Re: Project: UnLockRay ( ULR / REL )
Nope, but we did a great leap, we managed to extract the animations of Rayman 3 although we can't open them :pPluMGMK wrote:Got4n, did you and Droolie ever have a look at the Rayman 2 map files?
But we should take a look on, but droolie wasn't on skype since a long
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PluMGMK

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Re: Project: UnLockRay ( ULR / REL )
What format are they in?

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Re: Project: UnLockRay ( ULR / REL )
That's why xD we don't know what format they are, but I found their offset, so that's why we can extract it :pPluMGMK wrote:What format are they in?
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PluMGMK

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Re: Project: UnLockRay ( ULR / REL )
Yes, silly question. XD
What do the files look like?
What do the files look like?

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Re: Project: UnLockRay ( ULR / REL )
https://www.dropbox.com/s/ev56gzq6i2o7mtg/Fist_ForcePluMGMK wrote:Yes, silly question. XD
What do the files look like?
check by yourself
Re: Project: UnLockRay ( ULR / REL )
So I went back to RRR on PC, which I'm pretty sure that Bart has checked every things, and he found this, but I still wanna reclam help from peoples, although I'm not even sure they leaved it, I found this variable: .i_cheat_all_unlocked
(Droolie posted it once) but if that is ok that means Ubi leaved some cheat we didn't knew of xD
So I'm asking peoples to try to find cheats
So I'm asking peoples to try to find cheats
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Master

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Re: Project: UnLockRay ( ULR / REL )
That rings a bell, I'm sure I've read about something like this in the archives somewhere.

Re: Project: UnLockRay ( ULR / REL )
http://raymanpc.com/forum/viewtopic.php ... 00#p369940Master wrote:That rings a bell, I'm sure I've read about something like this in the archives somewhere.
That's this?
Re: Project: UnLockRay ( ULR / REL )
So thanks to Droolie, got my hands on bf file of RRR (after Droolie), and there are A LOT A LOT of Rayman test files, even files of the RRR when it was a platformer (not sure though), but we can't load them because they have a few bytes then some zeros, so maybe we could load them :p

