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Collection of tools for formats used in Insomniacs 7th gen engine

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PredatorCZ/InsomniaToolset

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Insomnia

Insomnia is a collection of modding tools and research for Insomniacs 7th gen engine for PS3 platform

This toolset runs on Spike foundation.

Head to this Wiki for more information on how to effectively use it.

Module list

Extract Assets

Module command: extract_assets

Extracts packed assets, converts textures. In addition, converts mobys and ties into GLTF format.

Input file patterns: ^assetlookup.dat$

Settings

  • convert-shaders

    CLI Long: --convert-shaders
    CLI Short: -s

    Default value: true

    Convert shaders into XML format.

  • extract-filter

    CLI Long: --extract-filter
    CLI Short: -e

    Default value: Mobys | Ties | Shrubs | Foliages | Zones | Textures | Shaders | Cinematics | Animsets | Cubemaps

    Select groups that should be extracted.

Extract Effect

Module command: extract_effect

Extracts and converts textures from vfx_system_header.dat.

Extract PSARC

Module command: extract_psarc

Extracts psarc archives.

Levelmain to GLTF

Module command: levelmain_to_gltf

Converts level from Resistance: Fall of Man to GLTF. Currently there are some missing features:

  • detail textures
  • scene lighting data (per vertex lightmaps, texel directional lightmaps)
  • plant instances (unique meshes are stored in plants.glb)
  • moby instances (individual mobys are converted to GLTF)
  • Water(?)
  • Skybox
  • moby animations
  • terrain texture blend

Textures are embedded in the GLTF file and converted to be up to GLTF standard. Textures, that were unable to be linked to GLTFs are normally extracted, however unconverted (normal and template maps)

Input file patterns: ^ps3levelmain.dat$

License

This toolset is available under GPL v3 license. (See LICENSE)
This toolset uses following libraries:

  • Spike, Copyright (c) 2016-2024 Lukas Cone (Apache 2)