Nier Automata

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TSelman61X
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Re: Nier Automata

Post by TSelman61X » Sat Oct 28, 2017 7:11 pm

...
Last edited by TSelman61X on Sat Dec 29, 2018 1:49 am, edited 1 time in total.

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Re: Nier Automata

Post by TSelman61X » Sat Oct 28, 2017 7:12 pm

This are my questions:
Last edited by TSelman61X on Mon Sep 24, 2018 4:10 am, edited 1 time in total.

Chisa Makimura
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Re: Nier Automata

Post by Chisa Makimura » Thu Nov 09, 2017 2:37 am

yarrmateys wrote:
SirZephy wrote:however, these .wsp files/archives are at least 30MB large and are being converted down to 2-5MB audio files so I'm not sure if these .wsp files contain more than one audio file in them?
yeah, they do. they contain multiple file headers. they probably need to be split first.

edit: a quickbms script to do it.

Code: Select all

findloc OFFSET string "RIFF"
do
    goto OFFSET
    get DUMMY long
    findloc NEXT_OFFSET string "RIFF" 0 ""
    if NEXT_OFFSET == ""
        get SIZE asize
    else
        math SIZE = NEXT_OFFSET
    endif
    math SIZE -= OFFSET
    log "" OFFSET SIZE
    math OFFSET = NEXT_OFFSET
while NEXT_OFFSET != ""
just select every wsp file when it asks you for source, it'll output every file's contents into separate folders.

if you combine all the wem and wsp files into one using copy /b command, it'll be even easier. the single file that'll result from that will output everything inside of it in an ordered way into the same folder without any need for messing with moving, folders, files, filenames and such.

after combining this with your stuff i got over 400 files out of it.
I did this but all i have now is .wav files that dont work what do i do now

Rindera
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Re: Nier Automata

Post by Rindera » Tue Mar 13, 2018 7:56 am

So... Russian project is dropped. I've read the whole in-game text and corrected an enormous number of errors and typos. The team included those into the game and they do not want to do anything more. They don't share tools as well.
And now I'm in search of any tools or people that can help me to finish the translation. I've read the thread and not clearly understand if the tools exist or there are only ripped pieces of code. I'm not a programmer so it is pretty tough.
Now my friend is rewriting this https://github.com/micktu/att tool because it's bugged and works only in win8+. So I think this is not a problem. But I don't have ANY tools to work with the interface texts and fonts.
Any help?

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Re: Nier Automata

Post by Kerilk » Mon Jun 11, 2018 5:22 pm

Thanks to delguoqing and DEElekgolo and everybody I forgot to mention (sorry about that) work on the model format I have implemented support for Nier Automata's model to my noesis plugin. It is including animation support as the animation format used is identical to Bayonetta 2. Notice that material are only texture + normal map for now.
I have found several new vertex formats while doing so and I described them in the binary templates located here:
https://github.com/Kerilk/bayonetta_too ... _templates

You can find the plugin here:
https://github.com/Kerilk/noesis_bayonetta_pc
in the release section.

What you should get (Once you disable the armor meshes using the Data Viewer tool):
Image

eraser3000
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Re: Nier Automata

Post by eraser3000 » Tue Oct 09, 2018 6:15 pm

i've read a few times the pages regarding audio extraction from the wsp files, and still i don't manage to exrtact it properly - or i just get 1 working ogg file, or the entire extracted wsp has non working wav -, someone managed to make it work? i'd like to create a mod regarding orchestral tracks rather tna normal ones

Aphasia
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Re: Nier Automata

Post by Aphasia » Sun Dec 09, 2018 12:53 am

Hello,

Is anyone still interested in modding this game?

Also, to contribute here is a function I reversed from the game.

Code: Select all

/*
Used to convert from object id to object name
*/
struct ObjectIdConvert
{
	int m_ObjectIdBase;
	const char* m_szPrefix;
};

BOOL __fastcall ObjectIdToObjectName(char*szObjectName, size_t size, int objectId)
{
	static char HexChars[] = { '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', 'a', 'b', 'c', 'd', 'e', 'f' };
	static ObjectIdConvert Converts[] = { { 0x10000, "pl" }, { 0x20000, "em" }, { 0x30000, "wp" }, { 0x40000, "et" }, { 0x50000, "ef" }, { 0x60000, "es" },
										{ 0x70000, "it" }, { 0x90000, "sc" }, { 0xA0000, "um" }, { 0xC0000, "bg" }, { 0xE0000, "bh" }, { 0xF0000, "ba" } };

	const char* szName;
	unsigned int i = 0;

	do
	{
		if (Converts[i].m_ObjectIdBase == (objectId & 0xFFFF0000)) // high word of the int
		{
			szObjectName[0] = Converts[i].m_szPrefix[0];
			szObjectName[1] = Converts[i].m_szPrefix[1];
			szObjectName[2] = HexChars[((signed __int64)objectId >> 12) & 0xF];
			szObjectName[3] = HexChars[((signed __int64)objectId >> 8) & 0xF];
			szObjectName[4] = HexChars[((signed __int64)objectId >> 4) & 0xF];
			szObjectName[5] = HexChars[objectId & 0xF];
			szObjectName[6] = 0; //null terminatior
			return TRUE;
		}
		++i;
	} while (i < ARRAYSIZE(Converts));

	memset(szObjectName, 0, size);

	if (objectId == -1)
	{
		strcpy_s(szObjectName, size, "eObjInvalid");
		return FALSE;
	}
	else
	{
		strcpy_s(szObjectName, size, (objectId != 0x700000) ? "Unknow" : "Null");
		return FALSE;
	}
}

Irastris
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Re: Nier Automata

Post by Irastris » Thu Jan 10, 2019 2:28 am

Due to the large size of the archives, I hope someone can answer my question before I get started and potentially waste my time.

Is it possible to import NieR Automata's maps, and if so how would I do so? Are the maps stored in the same format as rigged characters?

Thank you.

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