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 Post subject: Re: Evolution Engine Cache Extractor
PostPosted: Tue Dec 09, 2014 2:07 pm 
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ultra-n00b

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Hi GMMan,

I downloaded the latest version of Evolution Engine Cache Extractor today dec, 9, 2014, and used it as you ordered, .cache and .toc at same folder (in fact I used the original game folder). The game I extracted is the Star Trek (2013 videogame) from Digital Extremes. However, the extracted files (.png, .fbx, .wav, etc.) aren't in the correct format, since they don't open at all. Your tool is generating the same garbage generated by QuickBMS?

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 Post subject: Re: Evolution Engine Cache Extractor
PostPosted: Sun Dec 21, 2014 9:56 am 
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Hi all, i' ve tried the extractor aswell. For me it did its job great thanks for that^^. I know you are not the creator of the importer, but perhaps you are (or even another member here) able to help me.
As in the guide i import the bones no problems so, but when i want to import the geometry data i mean the model i get a garbage triangle.

I am using 3DS Max 2010, could this be the Problem? What versions are you successors using to import the models?
Or is it related to the Cache version i read a few days ago about?


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 Post subject: Re: Evolution Engine Cache Extractor
PostPosted: Wed Jan 07, 2015 6:35 am 
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So, I'm new here and have tried this extractor on Warframe files to test it out. Is there a way to concatenate all these files with the same name? If there is a way to do that, then there may be a way to get these files working.


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 Post subject: Re: Evolution Engine Cache Extractor
PostPosted: Sun Jan 25, 2015 12:38 pm 
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So in an attempt to view the textures, I've tried...

A - Extracting the F.x caches as-is to check the files inside them.
B - Extracting both the H.x and B.x copies, then concatenating the B.x files to the end of the matching H.x files with a hex editor.
C - Doing B, but adding a DDS (DXT3) header onto them instead of the H.x header.
D - Opening textures from the B.x and F.x copies as RAW images in common sizes (powers of 2) and common bit depths.

None of these have yielded anything that looks like a proper texture. Any hints?


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 Post subject: Re: Evolution Engine Cache Extractor
PostPosted: Tue Mar 10, 2015 2:52 pm 
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ultra-n00b

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Okay so I extracted files, sounds and music but I can't open them.

It says "Cannot Render The File". So I decided to import to Audacity but it says this.
Image

Does anyone know how to compile/open a sound/music from Evolution Engine?
It would greatly help me!


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 Post subject: Re: Evolution Engine Cache Extractor
PostPosted: Sat May 30, 2015 3:28 am 
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ultra-n00b
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Coverop wrote:
Okay so I extracted files, sounds and music but I can't open them.

It says "Cannot Render The File". So I decided to import to Audacity but it says this.
Image

Does anyone know how to compile/open a sound/music from Evolution Engine?
It would greatly help me!


You might need the Shark007 codec pack. Specifically the LAV decoder. The open in WMP just fine for me (Just in case, send me a sample.)


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 Post subject: Re: Evolution Engine Cache Extractor
PostPosted: Tue Jun 09, 2015 6:51 am 
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Shark007 codec pack doesn't work.


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 Post subject: Re: Evolution Engine Cache Extractor
PostPosted: Mon Aug 24, 2015 8:10 am 
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I was wondering if there would ever be an update for a repacker?


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 Post subject: Re: Evolution Engine Cache Extractor
PostPosted: Mon Aug 31, 2015 4:05 pm 
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ultra-n00b

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The extracted sound files don't work (Warframe), same situation as Coverop. Do those wavs require a specific codec or something? Also, Shark007 doesn't work on it.


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 Post subject: Re: Evolution Engine Cache Extractor
PostPosted: Sun Oct 04, 2015 5:15 am 
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Why I cannot open the file after extraction?


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 Post subject: Re: Evolution Engine Cache Extractor
PostPosted: Fri Oct 23, 2015 5:31 am 
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Will there ever be an update to this extractor? Seems like DE has updated the file format again, as the extracted fbx files aren't able to be imported with zaramot's current MaxScript.


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 Post subject: Re: Evolution Engine Cache Extractor
PostPosted: Sat Oct 24, 2015 4:14 pm 
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Just quickly popping in. Digital Extremes has made a Steamworks submitter for skins and whatnot, could be interesting. See https://forums.warframe.com/index.php?/ ... aunch-faq/, install at steam://install/396050.

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 Post subject: Re: Evolution Engine Cache Extractor
PostPosted: Tue Nov 24, 2015 5:32 pm 
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Alright, I will bring this thing to light after 2 years. I have the tool and it extracts everything fine, but nothing can read the files (anymore?). Is it something I am doing wrong, or did the change their files from what this tool is creating now?


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 Post subject: Re: Evolution Engine Cache Extractor
PostPosted: Wed Dec 02, 2015 4:15 am 
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While still new to this, I am not entirely lost. Is there a type of known pattern we can use to figure out the correct headers for the textures? Or if there's a way to sample some of the data into an image format using an arbitrary header? If it's all compression however, I'm not sure what to do about that.

I could be entirely wrong about this too.


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 Post subject: Re: Evolution Engine Cache Extractor
PostPosted: Fri Jan 15, 2016 12:12 pm 
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ultra-n00b

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I am working on a project and want to extract a specific model for something. I know no one got anywhere with the textures, but is there anyone who has been able to get the .fbx files to work in 3DS Max or some other program?



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