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- Fri Apr 17, 2015 2:57 pm
- Forum: Audio file formats
- Topic: Mortal Kombat X sound format
- Replies: 72
- Views: 21409
Re: Mortal Kombat X sound format
ok, testing it now. Animations, models, textures... it seems everything is there. But there will be just hundreds of files in one directory. And they are package-dependent, in UE3 format. I don't know what can you do with them.
- Thu Apr 16, 2015 2:39 pm
- Forum: Audio file formats
- Topic: Mortal Kombat X sound format
- Replies: 72
- Views: 21409
Re: Mortal Kombat X sound format
So did it work?OrangeC wrote:Ahh okay.
And as you said there are no tools to support the MK archives?
I have a tool, but it is experimental. It just drops the whole bunch of files info one directory, and in case some files have same names, it overwrites them. I need time to correct this, if anyone needs this.
- Thu Apr 16, 2015 2:18 pm
- Forum: Audio file formats
- Topic: Mortal Kombat X sound format
- Replies: 72
- Views: 21409
Re: Mortal Kombat X sound format
You must give it one filename as parameter, it must be unencrypted .fsb file. If it doesn't work, send me that .fsb in PM and i will check it.OrangeC wrote:Doesn't give me the error anymore but it just crashes instead. Have the latest DLL too.
- Thu Apr 16, 2015 2:01 pm
- Forum: Audio file formats
- Topic: Mortal Kombat X sound format
- Replies: 72
- Views: 21409
Re: Mortal Kombat X sound format
Recompiled and updated the tool in release version, it must not give you errors now. Please also note that you need the latest fmodL.dll, because it will not work with old versions.
- Thu Apr 16, 2015 1:34 pm
- Forum: Audio file formats
- Topic: Mortal Kombat X sound format
- Replies: 72
- Views: 21409
Re: Mortal Kombat X sound format
It was compiled with MSVC2008, so maybe you need to update your vc++ 2008 runtimes. I don't have another version now, sorry.OrangeC wrote:Okay so its giving me a side by side config error when i try to run it even with the fmod DLL in the same directory.
- Thu Apr 16, 2015 1:12 pm
- Forum: Audio file formats
- Topic: Mortal Kombat X sound format
- Replies: 72
- Views: 21409
Re: Mortal Kombat X sound format
Here you go, a universal FSB extractor for any formats. Needs fmodL.dll from the official fmod package. No error handling, no interface, because I'm lazy. Just give it the .fsb name and it will put all the sounds contained in .WAV format into the same folder.
- Thu Apr 16, 2015 11:16 am
- Forum: Audio file formats
- Topic: Mortal Kombat X sound format
- Replies: 72
- Views: 21409
Re: Mortal Kombat X sound format
All issues resolved. It was relatively easy to unpack the sounds with fmod using their provided API. Working on the tool now.
- Wed Apr 15, 2015 3:00 pm
- Forum: Audio file formats
- Topic: Mortal Kombat X sound format
- Replies: 72
- Views: 21409
Re: Mortal Kombat X sound format
I have my own set of experimental tools to work with UE3. They are not ready to be published, because many things are done manually.ponaromixxx wrote:Hello! and you do not tell what kind of tool to extract you use?
Gildor will soon update his tools for MK X support.
- Wed Apr 15, 2015 1:22 pm
- Forum: Audio file formats
- Topic: Mortal Kombat X sound format
- Replies: 72
- Views: 21409
Re: Mortal Kombat X sound format
For example I took "scorpion". Package is not compressed. It exports 200 fmodevent files and the remaining part is audio data starting from 0x2CF23. Maybe it will help you.
- Tue Apr 14, 2015 2:57 pm
- Forum: Audio file formats
- Topic: EA audio extraction
- Replies: 1
- Views: 1347
EA audio extraction
Here's how I see the current situation with EA audio extraction. Please correct me if I'm missing something. 1. In case of frostbite, the are working dumpers for all known games. We just need to summarize it in one place, and describe possible problems. The difference is basically in .ebx format and...
- Mon Apr 13, 2015 5:18 pm
- Forum: Audio file formats
- Topic: Frostbite 2 sound extraction research
- Replies: 144
- Views: 54662
Re: Frostbite 2 sound extraction research
script works with BF3OpenBeta. Thanks mate. Good. Was it extracted before? Also note that i forgot about this line in the script: if not "sound/" in entry.elems["name"].content: continue So it only extracts .ebx files that have "sound" in its name. If you need to extra...
- Mon Apr 13, 2015 3:31 pm
- Forum: Game Archive
- Topic: [Nintendo 3DS] .arc - Archive (DARC-Header) repacker?
- Replies: 17
- Views: 8048
Re: [Nintendo 3DS] .arc - Archive (DARC-Header) repacker?
nah, I don't have a deadline or something, but I really want to modify the game :/ I don't like to wait for months until I can work on something x_X I checked your first link, and there's some guy working on python script for this. He almost did it, the only thing left is to make proper padding. An...
- Sun Apr 12, 2015 10:04 pm
- Forum: Audio file formats
- Topic: Frostbite 2 sound extraction research
- Replies: 144
- Views: 54662
Re: Frostbite 2 sound extraction research
The "new" scripts to dump and decode frostbite 2 games:
dumper, ebxtotxt, fb2audio
All .dlls and ealayer3 included
dumper, ebxtotxt, fb2audio
All .dlls and ealayer3 included
- Sun Apr 12, 2015 8:32 pm
- Forum: Audio file formats
- Topic: Frostbite 2 sound extraction research
- Replies: 144
- Views: 54662
Re: Frostbite 2 sound extraction research
So? You did it? Don't need the old scripts? Yes, I did it. Only checked it on one game, but i think it will work for all of frostbite 2 games. I also want to replace that XAS.dll so it will produce 16-bit sounds. It will save a lot of space. There's no need to make 32-bit waves, when the quality is...
- Sun Apr 12, 2015 6:25 pm
- Forum: Audio file formats
- Topic: Frostbite 2 sound extraction research
- Replies: 144
- Views: 54662
Re: Frostbite 2 sound extraction research
Nevermind. I've already made a new script and it works. I've compiled different parts of all his scripts, redone a part where .ebx is analysed and it seems it gives proper audio files. Just need to check it now if everything was extracted. p.s. checked. As in DAI, all files extracted OK, except one,...
