L.A. Noire

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pyide
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Re: L.A. Noire

Post by pyide » Wed Feb 01, 2012 10:04 am

Would it be possible to remove the correct / incorrect answer chimes when interviewing and interrogating in the PC version? I'd rather just let things play out naturally without the game telling me immediately that I fucked up.

Jota
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Re: L.A. Noire

Post by Jota » Fri Mar 02, 2012 9:26 pm

What tool I use to repackage the files .big.ps3?

Jota
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Re: L.A. Noire

Post by Jota » Mon Mar 05, 2012 1:57 pm

Jota wrote:What tool I use to repackage the files .big.ps3?
Somebody help me, please!

mjanic
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Re: L.A. Noire

Post by mjanic » Thu Mar 08, 2012 3:24 pm

Hi,
Did someone know where is the files responsible for cars handling?

Jota
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Re: L.A. Noire

Post by Jota » Mon Mar 12, 2012 2:29 pm

Please, i need a tool to repackage the files .big.ps3

Help me, please!!

odrin
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Re: L.A. Noire

Post by odrin » Wed Apr 18, 2012 1:45 am

Falo wrote:
michalss wrote:Hmm great got it working. Just very interesting how it is used and why PS3 and X360 are not the same. But its ok what ever it will work i'm glad it does :)
- Would be also able to do repack for X360 files after you done all your todos?
- Would you be able to do also replack tool for atb files as well for X360 ?

I just want to say you are really great u doing it for ppl because it really worth to transalte this game into all langs and special for me and millions of other yr implementation for X360.
maybe xbox is not allowing zlib or whatever,
i could already repack these files, but i never wrote any repacker and first i want real filenames ^^

with real filenames you don't need to repack anything, the games loads them from "installdir/..." where lanoire.exe is
example filename:
intermediate/chunks/animation/conversations/ua008/ua008_00_01_dispatch_any_available_unit_citizen_reports_a_459.chunk

i found also some other stuff in lanoire.exe, -dx11 starts the game in dx11 mode, but crashs ^^
and i think it has an hidden editor,

editorui/interesting_location.dae
editorui/traffic_light_indicator.dae
models/designers_tools/invisible_prop_indicator.dae
editorui/portalroom.dae
editorui/spawnedglobalactor.dae
editorui/game_location.dae

PS: i updated my previous post with Beta2&Beta 3 of the unpacker, with support for PS3 and files bigger than 4 GB
i tried that, doesn't seem to work unless it requires specific chunk files. so we keep the file structure intact as you wrote starting with parent folder "intermediate"?

edit: searched your post and it says you need real filename. so "chunk" is not real filename? needs original name or perhaps "phelps.chunk" = "phelps_body_model.dae"?

anyway to decipher the names? thanks.

huckleberrypie
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Re: L.A. Noire

Post by huckleberrypie » Fri Apr 20, 2012 12:37 pm

Any luck on deciphering the model/texture file formats?

odrin
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Re: L.A. Noire

Post by odrin » Fri Apr 20, 2012 11:59 pm

i tried changing the "chunk" extension to "dae", but i think what falo actually means is trying to find the format so he can extract it as such. meaning the chunk file itself needs to be decompiled or decrypted.

xboxmaniac
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Re: L.A. Noire

Post by xboxmaniac » Sat Apr 21, 2012 8:36 am

I want repack big.ps3 too.
Can somebody do a repacker.

huckleberrypie
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Re: L.A. Noire

Post by huckleberrypie » Sat Apr 21, 2012 11:48 am

odrin wrote:i tried changing the "chunk" extension to "dae", but i think what falo actually means is trying to find the format so he can extract it as such. meaning the chunk file itself needs to be decompiled or decrypted.
Could be. The game's great by itself but I'd like to see something new or fresh to it.

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Re: L.A. Noire

Post by xboxmaniac » Mon May 07, 2012 9:23 pm

Ps3 repack, please

mmm273
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Re: L.A. Noire

Post by mmm273 » Sun May 20, 2012 12:58 pm

Please I need Extractor for PC version and then repack back for x360 ... for translate ... please...

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Re: L.A. Noire

Post by xboxmaniac » Sun May 20, 2012 1:30 pm

It's on page number 21.
Post from kramla.

mmm273
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Re: L.A. Noire

Post by mmm273 » Sun May 20, 2012 1:57 pm

Wuplad wont work for me...

odrin
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Re: L.A. Noire

Post by odrin » Fri Jun 22, 2012 8:56 am

well there's no repacking yet so it's pointless anyway.

developers need to stop packing their game so tightly. it makes me very wary about the next game to come out. it might be impossible to develop proper tools.

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