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 Post subject: Re: Researching of a .dat archive with a .mnf file.
PostPosted: Tue Sep 02, 2014 7:24 am 
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any updates on this?

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 Post subject: Re: Researching of a .dat archive with a .mnf file.
PostPosted: Mon Feb 13, 2017 4:46 am 
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Droolie wrote:
After the latest update, it seems that as LennardF1989 said, eso0000.dat is compressed differently, or the MNF records are just wrong for that file. I haven't got the time to analyze it properly, so is anyone interested?

I'm currently using this adapted script to extract the audio and the ZOSFT only (since I'm only interested in those). You can easily adapt it (by using my older scripts) to extract all the files. It only extracts files in archives with 0 < archive number < 204. You can remove those restrictions to be able to extract files from MNFs other than eso.mnf. ;)


Using the "updated script" for "audio only" to get wav's from the eso#####.dat files, I get WAV files with "junk" headers.

Googling the header takes me to a wiki for ESO where you can use a hex editor to change the first 64 bytes to make the WAV file playable in a media player.

http://www.uesp.net/wiki/ESOMod:RIFF_File_Format

I tried it on one of the largest files extracted using the updated BMS:
__409159448.26.65534.wav
Not sure which *.dat file that extract from.

But using the wiki to modify the header in HxD gives me a playable file.
Of wind sound effects.

SO that's a start at least :)

My main question now:
Does anyone know of a way to batch process hex editing on all the extract WAV files?
Or even changing the BMS script to do that as it extracts?

From eso0000.dat -> eso0215.dat
It extracted over 7GB in over 25.5 thousand files.

I'd rather not sit here and do it manually for all the files. :s

EDIT:
It seems, only the first 60 bytes of the header are constant.
The next 4 bytes are random and create audible clipping/glitch noise if you replace only the first 60 bytes.

Replacing the first 64 bytes entirely with the 72 bytes indicated on the ESOMod wiki give a smooth playback without clipping/glitch.

It's not so much "search" and replace.
More like delete first 64 bytes, regardless, then insert new 72 bytes at start of file.

However, some WAV files produced include something about a playlist and do not play back properly if the header is changed as indicated in the ESOMod wiki.


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 Post subject: Re: Researching of a .dat archive with a .mnf file.
PostPosted: Fri Sep 29, 2017 8:22 am 
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Hey guys,
Is it possible to extract 3d models and animations from this game and import them in 3ds max?
Thanks



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