Hello everyone! I've been working on a program that can open up and comprehend a fair number of Dark Souls and Dark Souls 2 files (the latter with PS3; so once I get the PC version I'll need to do a little tweaking with textures that will probably be stored differently there, beyond the banal issue of byte order that I already handle). I eventually want to get it to the state where it can modify the archives and import models and textures and whatnot, with the possibility that the game engine will pick up any additional .bhd[5]/.bdt archives and use them as overloads. That would then allow proper mods without having to do anything nasty with the archives. I can't see why it wouldn't, I just haven't written the code to try it out. :tongue: The code is public, bog-standard C# using WinForms and OpenTK, and so would probably compile with Mono with a minimum amount of effort. Anyway, I have a binary release here you can fool around with, which also links to the source code: https://github.com/Burton-Radons/Alexandria/releases The current release is: https://github.com/Burton-Radons/Alexandria/releases/tag/v1.0.1 Just install, run, open a .bhd5 file, and check it out. Right-clicking on a file entry usually does something. I develop on Windows 7 with completely up-to-date ATI video drivers, so variation may cause problems (primarily in that I demand GLSL 4.3 in the 3D shader when I only use 1.0 features, oops). Here's what you can do in "dvdbnd0.bhd5" from Dark Souls. - "chr/c####.chrbnd.dcx" path contains character models; the ".flver" files should render, and the ".tpf" files contain the textures the things pull from. You can export models as Collada (missing stuff like bones, which I don't want to do because Collada's trash), which also saves the textures as ".dds" files. Some characters, particularly bosses, don't have textures packed with them. I haven't looked into that at all. - "map/m##_##_00_00/" path contains map models in the ".flver.dcx" files. Their textures are supposed to work; I don't know why they don't. The textures for each map area are in "map/m##/m##_####.tpfbhd" archives. - "script/*.luabnd.dcx" contain Lua binaries for general game logic. I wrote a quick disassembler for it that presents it in a comprehensible format, and a simple decompiler would not be hard. Here's what you can look at in "dvdbnd1.bhd5": - "menu/" contains a ton of images for building up the UI and telling you you suck. "menu_*.tpf.dcx" contains the most interesting stuff. - "msg/<LANGUAGE>/*.msgbnd.dcx" contains ".fmg" files that contain game text. I Google Translated the file names and list them at another site (https://sites.google.com/site/fileformats/engines/dark-souls). - "obj/" contains models for general world decorations, it looks like. Sometimes the textures are there and work, sometimes they're not so they don't. - "other/" contains some neat images. - "params/" contains game parameters and rendering parameters for the different areas. - "paramdef/paramdef.paramdefbnd.dcx" defines the format for the tables used in "params/". - "parts/" contains models for clothing. I'm surprised it works so well, I haven't even looked at that before. "dvdbnd2.bhd5" and "dvdbnd3.bhd5" are patches that provide new script/event and game texts. I've also gathered quite a lot of the table data into a huge Google Docs Spreadsheet, which you can look at here: https://docs.google.com/spreadsheets/d/1KukblWL61We64-gNIyaAShga9h8RTXYmyFs98eQhY4E/edit?usp=sharing Most of the "English" text is Google translated, so figuring out what things are and mean can be a challenge; you should be able to add comments if you figure things out, or just ask to be an editor and I'll make you one.