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 Post subject: Re: Nier Automata
PostPosted: Sat Jun 03, 2017 11:48 pm 
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atvaark wrote:
nenkitsune wrote:
Ok, I've hit my limit. I'm trying to mess around with the BGM files, I can extract them, convert them to OGG, convert them back to WEM, but how in the hell do I repack them back into a WSP?

WSP is just a concatenation of the WEM files with 255 bytes alignment. You'll have to figure out where the offsets to each WEM is stored or you can't use files sizes bigger than the original WEMs.


Well, I had the same question, I want to make custom soundpacks, just stuck in repacking the wsp file, any idea how to do that? Thanks.

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 Post subject: Re: Nier Automata
PostPosted: Thu Jun 08, 2017 5:23 am 
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delguoqing wrote:
Hi, all, I have converted my scripts into an easy-to-use executable.

Usage:
1.drag&drop "wmb" files to model_parser.exe. A gtb file will be generated.
2.drag&drop "wtp" AND "wta" files to model_parser.exe. A bunch of textures with proper names will be generated.
3.install gtb_importer addon for Blender.
4.import "gtb" file into Blender.

NOTE: if you feed the exe only wtp files, textures will be generated, but with no proper names. You have to assign textures to meshes by hand afterwards.
P.S. Also fixed a bug of unable to import some models, e.g. pascal.
https://www.mediafire.com/?eezbuyxn3hucnnv


I know from a friend that this works for the pc version but what if I have the disk for ps4? How do I access the files from the disk on my computer?
It's my first time trying to port.


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 Post subject: Re: Nier Automata
PostPosted: Thu Jun 08, 2017 1:26 pm 
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Vereda wrote:
delguoqing wrote:
Hi, all, I have converted my scripts into an easy-to-use executable.

Usage:
1.drag&drop "wmb" files to model_parser.exe. A gtb file will be generated.
2.drag&drop "wtp" AND "wta" files to model_parser.exe. A bunch of textures with proper names will be generated.
3.install gtb_importer addon for Blender.
4.import "gtb" file into Blender.

NOTE: if you feed the exe only wtp files, textures will be generated, but with no proper names. You have to assign textures to meshes by hand afterwards.
P.S. Also fixed a bug of unable to import some models, e.g. pascal.
https://www.mediafire.com/?eezbuyxn3hucnnv


I know from a friend that this works for the pc version but what if I have the disk for ps4? How do I access the files from the disk on my computer?
It's my first time trying to port.

Sadly, as far as i know, there's no way you can do that.
Even if you do, there's no guarantee these tools will work for ps4 version.


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 Post subject: Re: Nier Automata
PostPosted: Thu Jun 08, 2017 7:03 pm 
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Hi Delquoqing! Thanks for your great work :up: . But please make your script in 3ds max if possible. Thanks again. :up:


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 Post subject: Re: Nier Automata
PostPosted: Fri Jun 09, 2017 3:17 am 
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atvaark wrote:
The .wsp archives can contain multiple .wem files and so can the .bnk archives.
The .wsp files don't have an index, they are just a stream of files without metadata and with alignment.

All .wem files can be extracted by parsing all the sound files (they start with the RIFF header). But ww2ogg is pretty strict about file sizes. Next to the RIFF header is the 32 bit size of the following sound file, so they can be split properly. I might upload a tool or script to split the files some time later.
I also found some .wem files in the .bnk files that overlap and can't be converted by ww2ogg.

Edit:
I managed to repair one of the corrupt .wem files inside the .bnk archive by fixing the "RIFF" header size and the "data" size. It was the first 15KB of the song "Birth of a Wish". Turns out the full size .wem file was in one of the .wsp archives.

Edit:
Here's the tool I wrote to extract all the .wem files which are not corrupt from the game's sound directory.
14997 total files can be extracted and 14974 of them can be converted to ogg via ww2ogg.

Download:
https://gist.github.com/Atvaark/680d189c0f35acc0f1eb4a14519eba6a/raw/eb1ba9a20d5b140a96ba0e48cbee21d258416632/nier-sound-extractor.zip

Usage example:
Code:
nier-sound-extractor.exe extract -out "outdir" "E:\Games\Steam_Library\SteamApps\common\NieRAutomata\data\sound"




Excuse me, do you know how to repack the wsp file?


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 Post subject: Re: Nier Automata
PostPosted: Fri Jun 09, 2017 3:40 am 
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Does anyone know where all the dialogue subtitles are? I find some in data002.cpk\ph1\p100.dat but it seems only contain the subtitles from entrance to city ruins: cave. Thanks in advance.


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 Post subject: Re: Nier Automata
PostPosted: Mon Jun 12, 2017 3:21 pm 
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marcussacana wrote:
My tools are only to .smd and .bin

the .mcd have this struct to help: http://zenhax.com/viewtopic.php?t=1502& ... witterfeed
the .mcd is the menu text i think, he do not have encryption but the text format is a shit...
He contains entries of the position of a char in the font (s0001.dat>s0001.mcd => s0001.dtt) and the "string" in the .mdc is a sequence of index of the char entry... soo, is a little shit edit this...

the .dtt is like the .dat, contains just a .dds

The .dat and .pck i sent a mediafire url in the frist page of this topic.

have the .tmd, i do not created a tool to this format, but i think is just something like this
Code:
struct TMD{
int32 StrCount;
TMDEntry[] Content = new TMDEntry[StrCount];
}
struct TMDEntry{
int32 len;
byte[] Buffer = new byte[len*2];
}


anyway to the tmd i can wrote a code after...

CPK with text is: data002, data009, data012, data013, data100

i think is this:
SMD => Cutscene Subtitle
Bin => In Game Text
MCD => Menu/UI Text
DTT => A part of the .mcd, the font/texture.
TMD => I think is itens description, but looks have a general content.

--edit
Now my tool support the TMD.


Username1091 here you are


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 Post subject: Re: Nier Automata
PostPosted: Mon Jun 12, 2017 3:34 pm 
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I'm trying to work on the MCD files so that I can remove the text that appears during the loading screens (to make them faster).

I read all the msgs and I got something. Still, with no really experience I can't do much.

The text I need to edit is in data009.cpk -> ui -> ui_chapter.dat -> messchapter.mcd according to what I found in here https://forum.xentax.com/viewtopic.php?f=21&t=16064 (3rd post)

Lastly, thanks marcussacana, helpful


Last edited by Criller on Wed Jun 14, 2017 12:25 pm, edited 1 time in total.

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 Post subject: Re: Nier Automata
PostPosted: Mon Jun 12, 2017 3:42 pm 
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I also made a tool to unpack the DAT files faster using DAT tool (yeah it sucks but still, it works)

https://www.youtube.com/watch?v=2za5A_-j4YQ


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 Post subject: Re: Nier Automata
PostPosted: Tue Jun 13, 2017 6:02 pm 
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DTT to DDS converter

https://www.youtube.com/watch?v=YamNdYx6pTk


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 Post subject: Re: Nier Automata
PostPosted: Tue Jun 13, 2017 9:22 pm 
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Criller wrote:


HEY! There was a bug: after the DDS was extracted, a "255" was added at the end. Now it's solved. Sorry :P


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 Post subject: Re: Nier Automata
PostPosted: Tue Jun 13, 2017 9:30 pm 
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Searching a string of bytes in hundreds of files is a chore, so I made a tool to put together different files (even with different formats)

https://drive.google.com/open?id=0B4K9P ... Gt4TG5GdFk

Yeah I know, I am super-programmer 8)


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 Post subject: Re: Nier Automata
PostPosted: Wed Jun 14, 2017 9:10 pm 
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Criller wrote:


That looks like it incorrectly extracts only a single DDS file from DDT archives.

Example:
ui_hud.dtt contains hud.wtp and messhud.wtp which in total contain 4 dds files.


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 Post subject: Re: Nier Automata
PostPosted: Thu Jun 15, 2017 8:31 am 
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atvaark wrote:
Criller wrote:


That looks like it incorrectly extracts only a single DDS file from DDT archives.

Example:
ui_hud.dtt contains hud.wtp and messhud.wtp which in total contain 4 dds files.


... I didnt know that... I suppose I got to fix it

- edit -

According to this https://gist.github.com/Wunkolo/213aa61 ... ebb8ab89c2 there could be even other format of files... Good luck with it, I was here asking for a mod


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 Post subject: Re: Nier Automata
PostPosted: Fri Jun 16, 2017 5:02 am 
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anyway for make font file?

that looks like dds font

but i don't know how to make _tb/ftb/wta file



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