Yeah they include pdb base, but after Update 1 deleted. Also they include in XML_Cache project file for WWisecra0 wrote:ROFL they shipped the exe with debug symbols![]()
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Yeah they include pdb base, but after Update 1 deleted. Also they include in XML_Cache project file for WWisecra0 wrote:ROFL they shipped the exe with debug symbols![]()
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Luckily I saved a backup.Ekey wrote:Yeah they include pdb base, but after Update 1 deleted.
Holy... You serious? Could we theoretically repack PCK files with that? I thought it was impossible!Ekey wrote:Also they include in XML_Cache project file for WWise
You can't. We have to wait until someone fixes the Blender script.MisterNatal wrote:how to extract the models from the definitive edition?
Say, do you have a link to that program? I've been searching for a while but I can't find anything.Ekey wrote:http://oi62.tinypic.com/f591zp.jpg
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<File Id="63805603" Language="SFX">
<ShortName>mus_licensed_final\01_HKLUB\mus_lic_01_nwang_mystory.wav</ShortName>
<Path>sfx\mus_licensed_final\01_hklub\mus_lic_01_nwang_mystory_19be004f.wem</Path>
</File>
----------------Before-------------------------------------------------------AfterReading input/2001420.wav
Writing output/bigfu_pain_03.wav
Reading input/1752987.wav
Writing output/dialogue/_fsr/d_tags/thug_sporty_full_set_low/selects/winded/thug_sporty_20_winded_03.wav
Reading input/2029353.wav
Writing output/ui/_new/ui_upgrade.wav
Reading input/1863799.wav
Writing output/collisions/cinder_block/deb_cinder_med03.wav
Reading input/1464505.wav
Writing output/fighting/hand-to-hand/hard_smack_punches_AB/HI_Smack_Punch_05.wav
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<ExternalSourcesInputFile>D:\UFG\MadScience\Project\SDHD\SDHD_PC\Data\Audio\SD2\ExternalSources.wsources</ExternalSourcesInputFile>
<ExternalSourcesOutputRoot>D:\UFG\MadScience\Project\SDHD\SDHD_PC\Data\Audio\SD2\wwise\SD2\GeneratedSoundBanks\Windows\Externals\</ExternalSourcesOutputRoot>
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Data\Characters_New\Wei_HeadNoBones_HD.perm.bin
Data\Characters_New\Wei_HeadNoBones_HD.temp.bin
Data\Characters_New\Wei_HeadNoBones_HD_TS00.perm.bin
Data\Characters_New\Wei_HeadNoBones_HD_TS00.temp.bin
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Data\Vehicles_New\Heli01.perm.bin
Data\Vehicles_New\Heli01.temp.bin
Data\Vehicles_New\Heli01_ts001.perm.bin
Data\Vehicles_New\Heli01_ts001.temp.bin
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Data\Characters_New\Wei_HeadNoBones.perm.bin
Data\Characters_New\Wei_HeadNoBones.temp.bin
Data\Characters_New\Wei_HeadNoBones_TS00.perm.bin
Data\Characters_New\Wei_HeadNoBones_TS00.temp.bin
Data\Characters_New\AS_H_VendorDLC.perm.bin
Data\Characters_New\AS_H_VendorDLC.temp.bin
Data\Characters_New\AS_B_VendorDLC.perm.bin
Data\Characters_New\AS_B_VendorDLC.temp.bin
Data\Props_New\HandcuffsHQ001.perm.bin
Data\Props_New\HandcuffsHQ001.temp.bin
Data\Props_New\HandcuffsHQ001_ts001.perm.bin
Data\Props_New\HandcuffsHQ001_ts001.temp.bin
Data\Props_New\TinyPhysicsObject.perm.bin
Data\Props_New\TinyPhysicsObject.temp.bin
Data\Props_New\TinyPhysicsObject_ts001.perm.bin
Data\Props_New\TinyPhysicsObject_ts001.temp.bin
I poked around a bit more, and it does in fact require the original BNK files, but luckily those are easy to get.SergeantJoe wrote:But still, if I ever manage to open the Wwise project we could very well unpack and successfully repack the PCK file! Has anyone even done that before?
EDIT: Alright, I got the project opened, however, repacking is still a long ways off.
I did manage to rename most of the source WAV files, however it seems to reference .BNK files as well. Question is, does it require premade .bnk files or does it make them itself?