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Duke Nukem Forever .dat

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delium
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Duke Nukem Forever .dat

Post by delium » Fri Jun 03, 2011 12:19 pm

The contents of this post was deleted because of possible forum rules violation.

Pepper
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Re: Duke Nukem Forever .dat

Post by Pepper » Fri Jun 03, 2011 1:33 pm

you should include the (name)dir.dat file too, if there is one. i'm still downloading it, but it seems these contain filenames and possibly locations.

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Re: Duke Nukem Forever .dat

Post by ZerOHearth » Fri Jun 03, 2011 5:22 pm

But there is no "skelsDirectory.dat".

For example in folder X:\GAMEDIR\Textures\Compiled is for "CompTextures000.dat...CompTextures004.dat" is a DIRFILE with name "TextureDirectory.dat"

Here is the "CompTextures004.dat" (it´s the smallest one) http://www.sendspace.com/file/xvk339

And the "TextureDirectory.dat"
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Re: Duke Nukem Forever .dat

Post by Pepper » Fri Jun 03, 2011 7:21 pm

ZerOHearth wrote:But there is no "skelsDirectory.dat".

For example in folder X:\GAMEDIR\Textures\Compiled is for "CompTextures000.dat...CompTextures004.dat" is a DIRFILE with name "TextureDirectory.dat"

Here is the "CompTextures004.dat" (it´s the smallest one) http://www.sendspace.com/file/xvk339

And the "TextureDirectory.dat"
The format does seem to reference certain groups of files in certain instances, i've no clue how to code so i cant extract it myself, but it seems that the dir/directory files can corespond to one or multiple files, for instance in the first couple lines of texturedirectory.dat:

Code: Select all

RIDT........../...CompTextures000......CompTextures001......CompTextures002......CompTextures003......CompTextures004.
indicates to me it has the filenames /offests for all five (000, 001, 002, 003, and 004). Im not 100% sure, but the offests (or what ever the incremental amouts are) seem to come first, then half to 2/3rds through the file, the filenames start.

edit: some theories, the 1mb skels.dat doesnt seem large enough to contain all the skeletons it references, it could be a directory, but its possible it has atleast a bit of data (orientation or something i havent a clue, its too big for a standard directory, yet to small to hold all the skeletons named in it), and meshes.dat has the meshes with full skeletons. this seems somewhat like what would happen if they had based the duke forever engine off ut2.5, which i remember reading somewhere in like 2008. since the game even seems to have unreal type structure (system folder with core.int, (comparable to a core.u in a system folder in ut2/2.5)) it seems like they just monkeyed around with the basic unreal code over the years.
Last edited by Pepper on Fri Jun 03, 2011 7:30 pm, edited 1 time in total.

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Re: Duke Nukem Forever .dat

Post by ZerOHearth » Fri Jun 03, 2011 7:28 pm

There is something more for you.

In the file "skels.dat" you can find strings like:

Code: Select all

characters/aigen_retarget/
characters/aigen_retarget/ai_a_ready_shotgun_crouch_2_stand
characters/aigen_retarget/ai_a_neutral_machinegun_pain_stand_short_left
characters/aigen_retarget/a_scr_map02_graves
characters/aigen_retarget/ai_a_neutral_pistol_stand_idle_01
characters/aigen_retarget/a_scr_map01_talkshow_audience_idle02
characters/aigen_retarget/a_scr_map00_edf_whiteboard_man_with_the_plan
characters/aigen_retarget/ai_a_ready_pistol_pain_stand_big_left
characters/aigen_retarget/aigen_a_normal_idle02
characters/aigen_retarget/a_scr_map01_rant
characters/aigen_retarget/ai_a_ready_fists_stand_strafeleft
characters/aigen_retarget/ai_a_ready_shotgun_pain_crouch_big
characters/aigen_retarget/wounded_scientist_idle_pain2
characters/aigen_retarget/ai_a_neutral_machinegun_stand_turn90left
characters/aigen_retarget/ai_a_ready_machinegun_stand_popoutleft_start
characters/aigen_retarget/ainorm_a_normal_ohyougotme
characters/aigen_retarget/ai_a_ready_rpg_crouch_turn90right
characters/aigen_retarget/ai_a_ready_machinegun_crouch_reload
characters/aigen_retarget/a_scr_map00_edf_whiteboard_gameplan
characters/aigen_retarget/ai_a_ready_shotgun_crouch_popoutright_stop
characters/aigen_retarget/ai_a_ready_fists_stand_idle
characters/aigen_retarget/ai_a_ready_pistol_jump_takeoff
characters/aigen_retarget/ai_a_ready_fists_stand_turn180right
characters/aigen_retarget/aigen_a_shotgun_scared_idle
characters/aigen_retarget/a_edf_map08c_wasp_crash_hit_right_reactions
But no extension. :(
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Re: Duke Nukem Forever .dat

Post by MrAdults » Fri Jun 03, 2011 10:43 pm

The .dat files are in many different formats. Noesis is currently extracting skeletons, meshes, anims, defs, textures, and the MegaPackage.dat from system. Will be in the next release.

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Re: Duke Nukem Forever .dat

Post by OrangeC » Fri Jun 03, 2011 11:31 pm

What about the sounds.dat too?

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Re: Duke Nukem Forever .dat

Post by MrAdults » Sat Jun 04, 2011 2:34 am

Rename sounds.dat to sounds.mp3 and most players will play the whole thing as a continuous stream.

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Re: Duke Nukem Forever .dat

Post by OrangeC » Sat Jun 04, 2011 3:57 am

umm no what i want is to extract the individual mp3's according tot here file table in the dir DAT file.

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Re: Duke Nukem Forever .dat

Post by ZerOHearth » Sat Jun 04, 2011 11:18 am

MrAdults wrote:[..]Noesis is currently extracting skeletons, meshes, anims, defs, textures, and the MegaPackage.dat from system. Will be in the next release.
That´s nice to know. :D

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Re: Duke Nukem Forever .dat

Post by MrAdults » Sun Jun 05, 2011 1:44 am

New Noesis is up that supports extracting 5 variants of .dat, I think static meshes are the only content type I haven't tackled. I also gave Duke a very special shirt. http://www.richwhitehouse.com/index.php?postid=65

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Re: Duke Nukem Forever .dat

Post by Nobby » Sun Jun 05, 2011 1:55 am

isnt duke done in unreal engine ? heard it was. a modified unreal 2.5 engine or something
If thats the case give it a day or so after the full game has come out and gildors unreal viewer should be able to unpack them.
Yes! i know that's what i said... But its not what i meant. ;)

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Re: Duke Nukem Forever .dat

Post by MrAdults » Sun Jun 05, 2011 1:58 am

Extensively mutilated UE2.5 has been my impression, yes.

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Re: Duke Nukem Forever .dat

Post by chrrox » Sun Jun 05, 2011 2:01 am

gildor wont support it.
its so heavily modified.
someone would have to give him a very good donation for him to even look at it.

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Re: Duke Nukem Forever .dat

Post by MrAdults » Sun Jun 05, 2011 1:44 pm

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Weights+skeleton working. I'm going to start working on the exporter and testing model repacking tomorrow.

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