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Shadow Of Mordor .arch05

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Paul44
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Managing EMBB files

Post by Paul44 » Thu Oct 16, 2014 8:28 pm

Performs following on EMBB files:
- Extract [EMBB files]: enter {1}
- Create [DDS files] : enter {3}
- Identify [DDS files]: enter {4}
- Create [TEX files] : enter {5}
- Import [EMBB files] : enter {7}
Tested this batchfile extensively, but if something goes wrong - or you have particular questions - then let me know.
p

UPDATE:
the identify DDS routine no longer deletes the DDS file if Crunch can't load it, but gets renamed (more elegant solution; avoids confusion)
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Last edited by Paul44 on Fri Oct 17, 2014 8:13 am, edited 1 time in total.

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lostprophet
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Re: Shadow Of Mordor .arch05

Post by lostprophet » Thu Oct 16, 2014 8:33 pm

Just a quick question: is translating the texts possible at the moment?
Hungarian translator and member of Indies4indies.com | Previous translations: http://lostprophet.hu

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Re: Shadow Of Mordor .arch05

Post by Paul44 » Fri Oct 17, 2014 8:22 am

lostprophet wrote:Just a quick question: is translating the texts possible at the moment?
I noticed that [global.arch05] and [hotchunk_Patch.arch05] contain 'language' files (ending with a ISO language code). When you extract those, you'll find [string.strdb] files per language.
How to edit/update: no idea; nor do I know if these files contain all the subtitle strings. But if you can edit/update those, then let us know.
p

ps: the header shows it is a "SKDB" file?!

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Extract Sound PCK files

Post by Paul44 » Fri Oct 17, 2014 2:57 pm

I've tried the BL2 script as suggest by #aluigi to extract the pck-files. One gets the "wav"-files, but they did not play, nor could I identify them with MedioInfo (Codex=FFFF) or Sox.
After some digging, I came across Ravioli Game Tools (yep :)), downloaded its latest v2.8 (incl patch); and run [RExplorer.exe] on [Streaming.pck]. It showed me a list of '.wwise'-files, some of which played fine while others did not?!
This tool allows you to extract and even convert them on the fly.
When I access [vo.pck], none (?) of them are recognized. Which makes me conclude that: a) a recent Audiokinetic format has been used or b) the 'PCK' format is (slightly) different?!
p

ps: anyone knows of a (recent) wwise-player?

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Extract .arch05 files

Post by Paul44 » Fri Oct 17, 2014 6:35 pm

Based on my experience with the latest Update 2, I had to change a few minor things in the batchfile.
p

ps: I 've have removed the 'older' versions from previous posts.
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Re: Shadow Of Mordor .arch05

Post by chasemm18 » Sun Oct 19, 2014 8:53 am

this might be off topic, but by locating all of the files and extracting them, does this mean we are getting closer to being able to mod this game? I would love to find a way to replace the talion skin with say celebrimbor ( not as the wraith) using texmod or something

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Re: Shadow Of Mordor .arch05

Post by zaramot » Wed Oct 22, 2014 5:25 pm

Hi guys! Does anyone working on Shadow Of Mordor model format? Any plans for importing models?

P.S. Does someone could tell me, is there Sauron model somewhere inside files? Or Celebrimbor clean, not ghost model? Thank in advance
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Re: Shadow Of Mordor .arch05

Post by gregkwaste » Fri Oct 24, 2014 1:00 pm

zaramot wrote:Hi guys! Does anyone working on Shadow Of Mordor model format? Any plans for importing models?

P.S. Does someone could tell me, is there Sauron model somewhere inside files? Or Celebrimbor clean, not ghost model? Thank in advance

Shakotay ( i hope i got it this t ime xD) managed to exctract some geometry as you may have seen, on the first pages of the topic, but i guess he has not fully parsed the model.

I was also interested in the sauron model, while coding the extractor, but i don't remember finding something. To be honest if you have played the game, there is no sauron character appearing in the game as a model. (At least as far as i witnessed). There is surely the human form of sauron, but not the armored one. All those should be in the arch05 files. I'll search a bit for you and share the character models if i find any :)


Update:
Some models i managed to find:

https://www.dropbox.com/s/e1wsiedeww48y ... on.7z?dl=0
https://www.dropbox.com/s/m7ogo7lwskym0 ... or.7z?dl=0
https://www.dropbox.com/s/zw060yudx2y20 ... on.7z?dl=0

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Re: Shadow Of Mordor .arch05

Post by zaramot » Fri Oct 24, 2014 2:32 pm

Ah, thank you so much Gregkwaste! :) So it's a human form of Sauron, right (could you please send me textures or at least tell me where you found him :) )? If no one is working on the model format I'll gladly do it by myself. I'm a fan of LOTR, also format is pretty understandable

EDIT: Just checked your Sauron model, it's armored version :) I hope there's his human form somewhere too
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Re: Shadow Of Mordor .arch05

Post by gregkwaste » Fri Oct 24, 2014 9:38 pm

zaramot wrote:Ah, thank you so much Gregkwaste! :) So it's a human form of Sauron, right (could you please send me textures or at least tell me where you found him :) )? If no one is working on the model format I'll gladly do it by myself. I'm a fan of LOTR, also format is pretty understandable

EDIT: Just checked your Sauron model, it's armored version :) I hope there's his human form somewhere too
Holy shit, thats so fucking cool :D:D

Well i used my tool for that first of all xD

Now where i found those with other tons of mat,fxo,tex and anix files:

Celembrimbor and Talion in corecharacter.arch05/player_talion.embb

Sauron (and i think i just found the human form as well) in outro.arch05/zainzadan.embb and outro.embb

Also the most important one, the main reason why i worked on this tool was when i saw the gollum in game which looked AMAZING and it is located in udun.arch05/gollum.embb


I'm sharing them as well via dropbox in case you are lazy to search yourself :P

https://www.dropbox.com/s/8sqlbhort5wf9 ... an.7z?dl=0
https://www.dropbox.com/s/m6xd916t08tl7 ... um.7z?dl=0


Update: I've also uploaded talion's family members
https://www.dropbox.com/s/p8lgwjiy185c7 ... rs.7z?dl=0

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Re: Shadow Of Mordor .arch05

Post by zaramot » Sat Oct 25, 2014 9:11 am

Yeah, Gollum looks pretty cool! This Zain Zadan too, pitty there's no Sauron as he appears in visions - as an elf
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Re: Shadow Of Mordor .arch05

Post by gregkwaste » Sat Oct 25, 2014 12:11 pm

Zain Zadan is how they named the human sauron and he does appear in this form in the game :(. He did not appear in the game as an elf, only in cutscenes, so there should be no model of him in that form. I hope i am wrong (as i was with sauron) and locate the model file somewhere :D

Btw if i remember correctly you are working on max don't you? I would be very interested in porting our script into a blender one :D

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Re: Shadow Of Mordor .arch05

Post by shakotay2 » Sat Oct 25, 2014 1:17 pm

gregkwaste wrote:Shakotay ( i hope i got it this t ime xD) managed to exctract some geometry as you may have seen, on the first pages of the topic, but i guess he has not fully parsed the model.
yep, this time you got it, thx. :)

I never parse the models fully. :D
But I got the submeshes which seem to overlap partially (means left leg for ex. is in two different SMs):
troll_body_submeshes.jpg
I would be very interested in porting our script into a blender one :D
should not be too hard.
There's a data table after the face index list containing vertexcounts and faces counts of 13 submeshes:
For the first 4 submeshes I calculated the params required for hex2obj,
so 1st submesh starts at 0x3FE, vertex count is 3789,
face indices to be found at 0xEA09E, count is 3x 6287 = 18861

Code: Select all

                                                                fIndStart count vStart count
0D 00 00 00   0 0 3789 0 0 0 0 0          6287 0 0 0 32 0 0 0 0 0   ea09e 18861   3FE   3789
0C 78 03 00   0 0 2586 0 18861 0 3789 0   4166 0 0 0 32 0 32 0 0 0  F33F8 12498 37C0A   2586
24 D6 05 00   0 0 845 0 31359 0 6375 0    1337 0 0 0 11 0 64 0 0 0  F959C  4011 5DA22    845
30 9C 06 00   0 0 2780 0 35370 0 7220 0   4087 0 1 0 32 0 76 0 0 0  FB4F2 12261 6A02E   2780
C0 27 09 00   0 0 1649 0 47631 0 10000 0  2564 0 1 0 32 0 108 0 0 0 
3C AA 0A 00   0 0 196 0 55323 0 11649 0    278 0 1 0 6 0 140 0 0 0 
2C D8 0A 00   0 0 1612 0 56157 0 11845 0  2212 0 1 0 32 0 148 0 0 0 
FC 51 0C 00   0 0 683 0 62793 0 13457 0    865 0 1 0 32 0 180 0 0 0 
10 F2 0C 00   0 0 300 0 65388 0 14140 0    347 0 1 0 32 0 212 0 0 0 
60 38 0D 00   0 0 30 0 893 1 14440 0        20 0 1 0 13 0 244 0 0 0 
68 3F 0D 00   0 0 868 0 953 1 14470 0     1166 0 2 0 32 0 260 0 0 0 
D8 0A 0E 00   0 0 386 0 4451 1 15338 0     444 0 2 0 32 0 292 0 0 0 
50 65 0E 00   0 0 236 0 5783 1 15724 0     249 0 2 0 30 0 324 0 0 0 
                15960 verts              24022 faces
(As can be seen there's an offset of 0x3FE between the table entries first DWORD (0x3780C for ex.) and the vertex start address.
So the first entries first DWORD should be zero?. Seems they used it as submesh count: 0x0D.)
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Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
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Re: Extract Sound PCK files

Post by Tpiom » Sun Oct 26, 2014 12:24 am

Paul44 wrote:I've tried the BL2 script as suggest by #aluigi to extract the pck-files. One gets the "wav"-files, but they did not play, nor could I identify them with MedioInfo (Codex=FFFF) or Sox.
After some digging, I came across Ravioli Game Tools (yep :)), downloaded its latest v2.8 (incl patch); and run [RExplorer.exe] on [Streaming.pck]. It showed me a list of '.wwise'-files, some of which played fine while others did not?!
This tool allows you to extract and even convert them on the fly.
When I access [vo.pck], none (?) of them are recognized. Which makes me conclude that: a) a recent Audiokinetic format has been used or b) the 'PCK' format is (slightly) different?!
p

ps: anyone knows of a (recent) wwise-player?
I downloaded an updated version of ww2ogg (http://www.hcs64.com/vgm_ripping.html) and added those files in Ravioli's plugin folder (...\RavioliGameTools_v2.8\Plugins\ww2ogg)
Everything worked out just fine from there.

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Re: Extract Sound PCK files

Post by Paul44 » Sun Oct 26, 2014 2:34 pm

Tpiom wrote:
Paul44 wrote:...When I access [vo.pck], none (?) of them are recognized...
I downloaded an updated version of ww2ogg (http://www.hcs64.com/vgm_ripping.html) and added those files in Ravioli's plugin folder (...\RavioliGameTools_v2.8\Plugins\ww2ogg)
Everything worked out just fine from there.
Thx, it got me in the right direction. As a matter of fact, I did try the latest ww2ogg, but it still did not work. Upon your suggestion, I checked the plugin-folder, and also noticed the Revorb.exe. Treating ogg-files with this tool make them work.
If anyone wants to process this through a batchfile:
1. extract .bnk files
2. remove header (all bytes from start till 'RIFF') and footer (from 'HIRC' till end) (you can use Swiss File Knife for that)
(this actually gives you the ".wwise" file)
3. run [ww2ogg]
4. run [revorb]
p

ps: anyone knows if these processes can be reversed: i.e. go from ogg => wwise => bnk
(if those header/footers remain the same, then one can simply keep them for this 'reverse' process)
(they do differ per file though...)

ps2: in the meantime, I found out that all spoken language files seem to be in [presentations.arch05]; containing following languages:
englishus
frenchfrance
german
italian
portuguesebrazil
spanishmexico
spanishspain

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