Or might that tool is crap?? My point is why to waste time on something what does not work ? This is not rude just pointing the fact mate...GimmyBreaker wrote:
Maybe you don't know how to use them?
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QBMS script for BatmanAA .SoundNodeWav and .upk?
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michalss
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Re: QBMS script for BatmanAA .SoundNodeWav and .upk?
Quick BMS Editor GUI - simple easy to use
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0
Downloads from DropBox : https://dl.dropboxusercontent.com/u/
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0
Downloads from DropBox : https://dl.dropboxusercontent.com/u/
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Re: QBMS script for BatmanAA .SoundNodeWav and .upk?
I don't even care about that, my dear friend @michalss.
I've worked on Mass Effect Pinnacle Station and and working on Antichamber translation.
I've prepared translated .upk files for Borderlands DLC translation, so, I know what I'm talking.
I've even created exporter and importer for The Wolf Among Us, before Brazilian team.
I can only tell, don't be rude if you want to learn something.
I've learned a lot from my friends from Polish community.
I've worked on Mass Effect Pinnacle Station and and working on Antichamber translation.
I've prepared translated .upk files for Borderlands DLC translation, so, I know what I'm talking.
I've even created exporter and importer for The Wolf Among Us, before Brazilian team.
I can only tell, don't be rude if you want to learn something.
I've learned a lot from my friends from Polish community.
Python lover, young student, fan translator of video games.

Graj po polsku - bawi i uczy.

Graj po polsku - bawi i uczy.
- montcer9012
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Re: QBMS script for BatmanAA .SoundNodeWav and .upk?
Yeah, i try that with no luck.
It seems that those upk are a new way packed. Remember that Gildor updated his tools recently because it does not work with BAO. Latest version of decompressor/unpacker are from october, if i remember well.
Anyway, i have unpacked sveral files from BAO and haven't found a single .soundnodewav file... It seems they change the whole system on that game. Also, strings are contained in a single file that contains ALL strings, without the sound that belongs to that string. Maybe i am wrong, because i still doesn't found first chapter files, but well, that's all i know for now. I guess BAO will be much difficult to change voices/subtitles...
EDIT: michalls you are becoming annoying. If you are not going to help, don't see the point to keep making comments.
It seems that those upk are a new way packed. Remember that Gildor updated his tools recently because it does not work with BAO. Latest version of decompressor/unpacker are from october, if i remember well.
Anyway, i have unpacked sveral files from BAO and haven't found a single .soundnodewav file... It seems they change the whole system on that game. Also, strings are contained in a single file that contains ALL strings, without the sound that belongs to that string. Maybe i am wrong, because i still doesn't found first chapter files, but well, that's all i know for now. I guess BAO will be much difficult to change voices/subtitles...
EDIT: michalls you are becoming annoying. If you are not going to help, don't see the point to keep making comments.
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michalss
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Re: QBMS script for BatmanAA .SoundNodeWav and .upk?
Well what are you actually trying to archive here ? Replace audio string or what? if you want to have EN voice and other lang subtitles, it is simple to do, you have to repack texts only it means extract texts from UPK change them as you like and import back, no need to messup with sounds!
Quick BMS Editor GUI - simple easy to use
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0
Downloads from DropBox : https://dl.dropboxusercontent.com/u/
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0
Downloads from DropBox : https://dl.dropboxusercontent.com/u/
- montcer9012
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Re: QBMS script for BatmanAA .SoundNodeWav and .upk?
Exactly, that's what i am trying to do! But how do you repack the upk file? The one that the GimmyBreaker attached works like a charm for BAA, sadly, not for BAO. I only have found another UPK repacker but intended to Alice Madness, so it obviously won't work to BAO UPK files.michalss wrote:... if you want to have EN voice and other lang subtitles, it is simple to do, you have to repack texts only it means extract texts from UPK change them as you like and import back, no need to messup with sounds!
Also, i haven't research so much BAO files, so i don't know which files are the ones that contains the strings. In BAA for example, are those that ends like "LOC_INT.upk".
I have think it twice, and are convinced that is better to modify the game engine to always use english voices. I guess it can be done just with an Hex Editor, but i don't know either which file is the source of the engine, neither what should i modify. A guy do that with latest Mortal Kombat and i compare the original file with the modificated one, and the whole file is diferent, and the size is even bigger! So i am more lost. I post about that here:
http://www.gildor.org/smf/index.php/topic,2017.0.html
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michalss
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Re: QBMS script for BatmanAA .SoundNodeWav and .upk?
montcer9012 wrote:Exactly, that's what i am trying to do! But how do you repack the upk file? The one that the GimmyBreaker attached works like a charm for BAA, sadly, not for BAO. I only have found another UPK repacker but intended to Alice Madness, so it obviously won't work to BAO UPK files.michalss wrote:... if you want to have EN voice and other lang subtitles, it is simple to do, you have to repack texts only it means extract texts from UPK change them as you like and import back, no need to messup with sounds!
Also, i haven't research so much BAO files, so i don't know which files are the ones that contains the strings. In BAA for example, are those that ends like "LOC_INT.upk".
I have think it twice, and are convinced that is better to modify the game engine to always use english voices. I guess it can be done just with an Hex Editor, but i don't know either which file is the source of the engine, neither what should i modify. A guy do that with latest Mortal Kombat and i compare the original file with the modificated one, and the whole file is diferent, and the size is even bigger! So i am more lost. I post about that here:
http://www.gildor.org/smf/index.php/topic,2017.0.html
I dont know how to archive that EN fwould be default no matter what...
Quick BMS Editor GUI - simple easy to use
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0
Downloads from DropBox : https://dl.dropboxusercontent.com/u/
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0
Downloads from DropBox : https://dl.dropboxusercontent.com/u/
- GimmyBreaker
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Re: QBMS script for BatmanAA .SoundNodeWav and .upk?
What? Reposition all text? First, .SoundNodeWave files in Batman AA contains strings only in one language, second, SoundNodeWave contains sound.
And why the hell montcer9012 will need to reposite all text? He will export strings in language he want, then import them to SoundNodeWave files he want. Where is reposition?
And why the hell montcer9012 will need to reposite all text? He will export strings in language he want, then import them to SoundNodeWave files he want. Where is reposition?
Python lover, young student, fan translator of video games.

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michalss
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Re: QBMS script for BatmanAA .SoundNodeWav and .upk?
First i think you dont know anything about it, so again, since in this is kind of new UPK files from UE3, there is not really id of the text, at least i did not found it.. Here is example of file i have exported from UPK. Also warning not every UPK contains the text. File Types SF does not contains any text, at least i did not found any. UE3 engine for string using some kind magic number to found out text string in UPK.GimmyBreaker wrote:What? Reposition all text? First, .SoundNodeWave files in Batman AA contains strings only in one language, second, SoundNodeWave contains sound.
And why the hell montcer9012 will need to reposite all text? He will export strings in language he want, then import them to SoundNodeWave files he want. Where is reposition?
Code: Select all
https://dl.dropboxusercontent.com/u/38234344/Prison_C1_Ch1.upk.txtAll this problems and differences in Engine is cause by custom modification each Game Studio and also version of Engine itself!
1 more thing, for example Video files is different as well, string are store in UTF8 and there you can found ID of the language, which is great...
Quick BMS Editor GUI - simple easy to use
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0
Downloads from DropBox : https://dl.dropboxusercontent.com/u/
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0
Downloads from DropBox : https://dl.dropboxusercontent.com/u/
- montcer9012
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Re: QBMS script for BatmanAA .SoundNodeWav and .upk?
No, we were talking about BAO, not BAA.GimmyBreaker wrote:What? Reposition all text? First, .SoundNodeWave files in Batman AA contains strings only in one language, second, SoundNodeWave contains sound.
I agree that will be a nightmare keep only english voices on BAO because of the new file system, and that's why i told up that will be better to mod the game engine to force the game to always use english voices, if possible.
- montcer9012
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Re: QBMS script for BatmanAA .SoundNodeWav and .upk?
michalss, what do you recommend me to keep english voices with spanish subtitles on BAO?michalss wrote: All this problems and differences in Engine is cause by custom modification each Game Studio and also version of Engine itself!
For BAA i only need to unpack the .SoundNodeWav files, replace the subtitles and then repack it.
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michalss
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Re: QBMS script for BatmanAA .SoundNodeWav and .upk?
montcer9012 wrote:michalss, what do you recommend me to keep english voices with spanish subtitles on BAO?michalss wrote: All this problems and differences in Engine is cause by custom modification each Game Studio and also version of Engine itself!
For BAA i only need to unpack the .SoundNodeWav files, replace the subtitles and then repack it.
Only Way i know is to swich langs and pack back
Quick BMS Editor GUI - simple easy to use
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0
Downloads from DropBox : https://dl.dropboxusercontent.com/u/
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0
Downloads from DropBox : https://dl.dropboxusercontent.com/u/
- montcer9012
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Re: QBMS script for BatmanAA .SoundNodeWav and .upk?
How to do that?michalss wrote: Only Way i know is to swich langs and pack back
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shadowlonely1989
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Re: QBMS script for BatmanAA .SoundNodeWav and .upk?
Hi all!Could you help me how to generate .UPKpkginfo? I created a new font with new size (smaller original file), when I repack UPK without generate .UPKpkginfo, game crash and have a warning: 
Sorry! I mean is how to repack with new font!
Original file have size: 198101
New file have size: 181857
Example file: Origin UPK file: https://www.dropbox.com/s/axr2cci5iafwx ... T.upk?dl=0
Thanks!

Sorry! I mean is how to repack with new font!
Original file have size: 198101
New file have size: 181857
Example file: Origin UPK file: https://www.dropbox.com/s/axr2cci5iafwx ... T.upk?dl=0
Thanks!
