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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.

Novarek
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Re: Nier Automata

Post by Novarek » Mon Jun 17, 2019 11:09 pm

Kerilk wrote:
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
Work perfectly for the model, sadly each attempt of exporting the animation result on an instant crash (ran out of memory error).

EDIT: problem solved, just had to split and repack the .mot file into several (and lighter) .dat file, export work flawlesly after that

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Re: Nier Automata

Post by Slozhny » Wed Sep 11, 2019 10:17 am

Novarek wrote:
Mon Jun 17, 2019 11:09 pm

Image

Work perfectly for the model, sadly each attempt of exporting the animation result on an instant crash (ran out of memory error).

EDIT: problem solved, just had to split and repack the .mot file into several (and lighter) .dat file, export work flawlesly after that
How did you repack of *.dat???

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Re: Nier Automata

Post by Kerilk » Wed Sep 11, 2019 6:19 pm

If you can use Linux ( Ubuntu for Windows is fine) you can use the tools there: https://github.com/Kerilk/bayonetta_tools

You should also be able to use the tools using Ruby for Windows but I haven't done so in a long time.

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Re: Nier Automata

Post by Snapdragons » Thu Oct 03, 2019 10:24 pm

Kerilk wrote:
Wed Sep 11, 2019 6:19 pm
If you can use Linux ( Ubuntu for Windows is fine) you can use the tools there: https://github.com/Kerilk/bayonetta_tools

You should also be able to use the tools using Ruby for Windows but I haven't done so in a long time.
I managed to unpack 2B's animation dat, but I've been having problems getting it repacked.
I tried using ruby, but the "sudo" command on the bayonetta tools page doesn't work because I'm not running Linux (I'm running windows. That and the Libbin gem seemed to have trouble installing)
I tried using this python script too https://github.com/xxk-i/DATrepacker but it only produced this error:
Image

her dat and dtt files if needed https://www.mediafire.com/file/kzkda0px ... 0.zip/file

Kerilk
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Re: Nier Automata

Post by Kerilk » Tue Oct 08, 2019 5:22 am

Yes I imagine the libbin gem might prove problematic on windows as it needs a working compiler. I you want to install linux on windows you can do so using this Microsoft tutorial:

https://docs.microsoft.com/en-us/window ... tall-win10

If you want to keep trying ruby for windows, then you need to install the dev kit:
https://rubyinstaller.org/add-ons/devkit.html

Edit: I just tested the tools using ruby for windows and managed to install everything. The only tool that should not be functional is the assimp exporter/importer for bayonetta/bayo 2 etc... models. Using ruby for windows I extracted and repacked a dat file without issue.

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Re: Nier Automata

Post by Alvare » Thu Jan 16, 2020 3:56 pm

Eh.. Can anyone please explain me how to get the dat and dtt extracted? I don't know what to do with the dat tool..
It's giving me a main.cpp and dat.md. Can I execute that within Blender or something? Or do I need to compile and run it from another software?

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Re: Nier Automata

Post by Kerilk » Fri Jan 17, 2020 6:26 am

From Urser Bayonetta model swap tutorial:

https://steamcommunity.com/sharedfiles/ ... 1178661446
.dat decompiler/recomplier

PlatinumDat.exe https://drive.google.com/file/d/0B87z-- ... 9mV0U/view (included in Bayonetta Audio Tools) (credits to Skyth and Mario Tainaka)
This one is usually quite user-friendly unless you want to repack dat files with content of modified size.

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