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[RELEASE] [ENG] [STEAM] Cyberpunk 2077

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k1tteh
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Re: [RELEASE] [ENG] [STEAM] Cyberpunk 2077

Post by k1tteh » Thu Dec 17, 2020 11:23 pm

so i've done some digging into the sound files, they're wwise's WEM files (glorified wav files from what i can tell). however, there are at least 3 different types (in audio_2_soundbanks.archive): some of them have a wFormatTag of 0x0001 (normal PCM), some are 0xFFFE (WAVE_EXTENSIBLE) and some are 0xFFFF (ogg vorbis, which isn't standard to microsoft's spec).

the ones with 0xFFFF can be converted to vorbis using ww2ogg, and the other two can be converted using WEMConverter.
for some reason however some files have a riff/wav header, format tag for pcm but opus data (3DB1EB9C11E1A414.bin for example) and all the vorbis files don't even open in the official wwise tools, so 0xFFFF isn't standard to wwise either as it seems.

if that's not confusing enough some files aren't even sound files but something entirely different. even the ones with the same header have different contents, some have 0x48 long chunks that start with SMP2 (AC3BA5BDDAB3D92B.bin for example) and some others that make no sense to me at all (94D354EE54E0A03F.bin for example).

the file names might be different on other versions, these are from v1.04
maybe this helps someone ;)

Ekey
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Re: [RELEASE] [ENG] [STEAM] Cyberpunk 2077

Post by Ekey » Sat Dec 19, 2020 6:57 pm

My project list (Multi-Language). Current state 1307466

Code: Select all

audio_1_general.archive -> 4363 of 4376 (99%)
audio_2_soundbanks.archive -> 2427 of 2751 (88%)
basegame_1_engine.archive -> 1541 of 1840 (83%)
basegame_2_mainmenu.archive -> 68 of 68 (100%)
basegame_3_nightcity.archive -> 122248 of 122502 (99%)
basegame_3_nightcity_gi.archive -> 22792 of 22792 (100%)
basegame_3_nightcity_terrain.archive -> 21257 of 21257 (100%)
basegame_4_animation.archive -> 4645 of 5221 (88%)
basegame_4_appearance.archive -> 1001 of 4597 (21%)
basegame_4_gamedata.archive -> 76536 of 120287 (63%)
basegame_5_video.archive -> 429 of 546 (78%)
lang_ar_text.archive -> 3222 of 3222 (100%)
lang_cs_text.archive -> 3222 of 3222 (100%)
lang_de_text.archive -> 3222 of 3222 (100%)
lang_de_voice.archive -> 90274 of 90769 (99%)
lang_en_text.archive -> 3222 of 3222 (100%)
lang_en_voice.archive -> 92544 of 92593 (99%)
lang_es-es_text.archive -> 3222 of 3222 (100%)
lang_es-es_voice.archive -> 90418 of 91784 (98%)
lang_es-mx_text.archive -> 3222 of 3222 (100%)
lang_fr_text.archive -> 3222 of 3222 (100%)
lang_fr_voice.archive -> 91858 of 91877 (99%)
lang_hu_text.archive -> 3222 of 3222 (100%)
lang_it_text.archive -> 3222 of 3222 (100%)
lang_it_voice.archive -> 90332 of 91461 (98%)
lang_ja_text.archive -> 3222 of 3222 (100%)
lang_ja_voice.archive -> 87807 of 87893 (99%)
lang_ko_text.archive -> 3222 of 3222 (100%)
lang_ko_voice.archive -> 87075 of 87382 (99%)
lang_pl_text.archive -> 3222 of 3222 (100%)
lang_pl_voice.archive -> 89417 of 91498 (97%)
lang_pt_text.archive -> 3222 of 3222 (100%)
lang_pt_voice.archive -> 90548 of 92141 (98%)
lang_ru_text.archive -> 3222 of 3222 (100%)
lang_ru_voice.archive -> 91923 of 91945 (99%)
lang_th_text.archive -> 3222 of 3222 (100%)
lang_tr_text.archive -> 3222 of 3222 (100%)
lang_zh-cn_text.archive -> 3222 of 3222 (100%)
lang_zh-cn_voice.archive -> 90371 of 90602 (99%)
lang_zh-tw_text.archive -> 3222 of 3222 (100%)
Mirror 1
Mirror 2
Mirror 3

erik945
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Re: [RELEASE] [ENG] [STEAM] Cyberpunk 2077

Post by erik945 » Sat Dec 19, 2020 9:21 pm

Thanks!
Do you know how convert it for cp77tools?
strings like this (how I can get hash?)
String,Hash
15002372041655897180.app,572357581749055550
1925576907472423714.app,3490732375385782047
2003268365561002008.app,2220310316197503567
9955918664674453963.app,8630345567418466109
base/weather/24h_basic/luts/hdri/cp2077_ar_hdr_acess_v001.xbm,8596959477450492744
base/weather/24h_basic/luts/hdri/cp2077_ar_v001.xbm,13642651560116929829

or I need use bms script?

Ekey
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Re: [RELEASE] [ENG] [STEAM] Cyberpunk 2077

Post by Ekey » Sat Dec 19, 2020 11:04 pm

@erik945 - This list will be merged soon > https://github.com/WolvenKit/CP77Tools/issues/27

k1tteh
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Re: [RELEASE] [ENG] [STEAM] Cyberpunk 2077

Post by k1tteh » Wed Dec 23, 2020 7:49 pm

k1tteh wrote:
Thu Dec 17, 2020 11:23 pm
some files have a riff/wav header, format tag for pcm but opus data (3DB1EB9C11E1A414.bin for example)
if anyone wants to write a script for these, one can identify these checking for a hex sequence of 4F 67 67 53 at 0x2C and turn them into a functional .opus file by removing everything before that

k1tteh
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Re: [RELEASE] [ENG] [STEAM] Cyberpunk 2077

Post by k1tteh » Tue Dec 29, 2020 4:24 pm

i wrote a python script that splits the soundbanks into (mostly) usable opus files with proper names you can get it here

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Re: [RELEASE] [ENG] [STEAM] Cyberpunk 2077

Post by DENver666 » Fri Jan 15, 2021 8:49 am

I've redrawn a couple of textures, does anyone know how to import a texture into the game?

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Re: [RELEASE] [ENG] [STEAM] Cyberpunk 2077

Post by Felldude » Mon Jan 25, 2021 11:44 am

DENver666 wrote:
Fri Jan 15, 2021 8:49 am
I've redrawn a couple of textures, does anyone know how to import a texture into the game?
Did you extract with a quick BMS, I might have missed if someone posted one. * I found the bms but not sure where your getting textures from*

I can tell you a long..long time ago the method I used to "trick" the first witcher game (By CD REd) was simply to place the texture in the same folder as the archive called for.

As I was looking at the Ram in a memory viewer I noticed some of the texures seem to have folder locations identified. Example:

base\materials\mesh_decal_blendable.mt�base\characters\main_npc\silverhand\textures\t0_001_ma_body__silverhand_tattoo_d01.xbm

Others seem to have either header info possibly.

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Re: [RELEASE] [ENG] [STEAM] Cyberpunk 2077

Post by DENver666 » Tue Jan 26, 2021 4:56 am

Felldude wrote:
Mon Jan 25, 2021 11:44 am
DENver666 wrote:
Fri Jan 15, 2021 8:49 am
I've redrawn a couple of textures, does anyone know how to import a texture into the game?
Did you extract with a quick BMS, I might have missed if someone posted one. * I found the bms but not sure where your getting textures from*

I can tell you a long..long time ago the method I used to "trick" the first witcher game (By CD REd) was simply to place the texture in the same folder as the archive called for.

As I was looking at the Ram in a memory viewer I noticed some of the texures seem to have folder locations identified. Example:

base\materials\mesh_decal_blendable.mt�base\characters\main_npc\silverhand\textures\t0_001_ma_body__silverhand_tattoo_d01.xbm

Others seem to have either header info possibly.
I extract textures thanks to the cp77tools utility, but I don't understand how to push the changed texture back so that it works in the game.

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Re: [RELEASE] [ENG] [STEAM] Cyberpunk 2077

Post by Felldude » Tue Jan 26, 2021 1:46 pm

DENver666 wrote:
Fri Jan 15, 2021 8:49 am
I extract textures thanks to the cp77tools utility, but I don't understand how to push the changed texture back so that it works in the game.
Ok I am playing with the CP77tools it seems to have a pack feature, I would think you would have to repackage the whole file. Experimenting now.

*Edit* I tried to unpack, and then repack an archive without making changes or uncooking it. I had no errors or missing files on the extract or the compress but the game crashes before loading the start screen.

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Re: [RELEASE] [ENG] [STEAM] Cyberpunk 2077

Post by DENver666 » Wed Jan 27, 2021 8:23 am

The developers have released the official modding toolkit for unpacking and packing textures. I think now it will trample.

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