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 Post subject: Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
PostPosted: Sun Jun 10, 2018 3:58 am 
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Is this script and the UFBE going to be updated? Since they broke extracting?

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 Post subject: Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
PostPosted: Sun Jun 10, 2018 4:57 am 
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Crageo wrote:
Is this script and the UFBE going to be updated? Since they broke extracting?

Unfortunately when comes about Battlefront II game based on recent updates ONLY Frosty v1.0.4.2 can gain access to its contents, for mas extraction of the WHOLE GAME DATA nothing that exists out there will work, who knows maybe in the future it will be supported by UFBE.


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 Post subject: Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
PostPosted: Sun Jun 10, 2018 7:01 pm 
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Damn, thats a bummer. Cheers anyway man.


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 Post subject: Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
PostPosted: Thu Jun 14, 2018 8:22 pm 
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n00b

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i can't covert .ebx files into .wav from NFS payback using the script fb3decoder.py, every time i run the script after some conversion it stops and it says:

Code:
Traceback (most recent call last):
  File "D:\alisu\Desktop\non usati\-Estrattori suoni + config backup-\estrattore battlefield-rivals\boh\convertitore ebx in wav\prova\fb3audio_nfs.py", line 550, in <module>
    main()
  File "D:\alisu\Desktop\non usati\-Estrattori suoni + config backup-\estrattore battlefield-rivals\boh\convertitore ebx in wav\prova\fb3audio_nfs.py", line 548, in main
    dbx.decode()
  File "D:\alisu\Desktop\non usati\-Estrattori suoni + config backup-\estrattore battlefield-rivals\boh\convertitore ebx in wav\prova\fb3audio_nfs.py", line 500, in decode
    decodePcm(currentChunkName, target, 0)
  File "D:\alisu\Desktop\non usati\-Estrattori suoni + config backup-\estrattore battlefield-rivals\boh\convertitore ebx in wav\prova\fb3audio_nfs.py", line 75, in decodePcm
    xas.swapEndianPcm(chunkPath, target, samplesOffset)
NameError: global name 'xas' is not defined


What can i do to fix this? Thanks a lot!


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 Post subject: Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
PostPosted: Fri Jun 15, 2018 2:17 pm 
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n00b

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Whenever I try to "scan bundles" with UFBE, it finds 0 bundles. I figured something was wrong, but tried dumping anyway. It instantly gave this log:
Code:
Scanning bundles...
0 EBX, 0 duplicates
0 res, 0 duplicates
0 chunks, 0 duplicates, 0 unique chunks
0 total.

Scanning CAS database...
412406 entries, 36696 precache entries, 1102076 duplicated entries.

Dumping files...
0 file(s) dumped seccessfully.

If I try using swbf2full.py, the moment I press run, it says:
Code:
RESTART: D:\Program Files\Origin Games\STAR WARS Battlefront II\Tools\swbf2 dumper script\swbf2full.py
and doesn't do anything.

Any help would be appreciated,
TrumpetPro


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 Post subject: Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
PostPosted: Fri Jun 15, 2018 2:27 pm 
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TrumpetPro wrote:
Whenever I try to "scan bundles" with UFBE, it finds 0 bundles

in latest update SWBF removed all SB/TOC files. UFBE doesnt support this game currently.

python scripts will not work either


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 Post subject: Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
PostPosted: Fri Jun 15, 2018 2:29 pm 
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n00b

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daemon1 wrote:
TrumpetPro wrote:
Whenever I try to "scan bundles" with UFBE, it finds 0 bundles

in latest update SWBF removed all SB/TOC files. UFBE doesnt support this game currently.

python scripts will not work either

Oh OK. Any plans to fix the tool?


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 Post subject: Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
PostPosted: Sun Jun 17, 2018 8:28 pm 
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TrumpetPro wrote:
daemon1 wrote:
TrumpetPro wrote:
Whenever I try to "scan bundles" with UFBE, it finds 0 bundles

in latest update SWBF removed all SB/TOC files. UFBE doesnt support this game currently.

python scripts will not work either

Oh OK. Any plans to fix the tool?


The Frosty editor program is written in .NET, so it should be trivial to decompile it, see how it finds and loads files inside of the archives, and write a script that mimics that functionality to dump every file instead of just specific ones. I'll leave the implementation to the original Python script developers since they've been doing pretty good so far on their own.


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 Post subject: Re: Frostbite model tools (Battlefield 1, Battlefront 1, 2)
PostPosted: Mon Jun 18, 2018 12:50 am 
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n00b

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parzivail wrote:

The Frosty editor program is written in .NET, so it should be trivial to decompile it, see how it finds and loads files inside of the archives, and write a script that mimics that functionality to dump every file instead of just specific ones. I'll leave the implementation to the original Python script developers since they've been doing pretty good so far on their own.


https://frostytoolsuitedev.gitlab.io/news.html
If you look here, it seems the new SWBF2 uses a sort of filelist.



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