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Re: L.A. Noire
Posted: Tue Nov 22, 2011 12:22 pm
by huckleberrypie
lUIGUIPIETRO wrote:Yes, but that will be more complicated. apart from the difficulty to extract and package the files, you need specific tools such as import models in 3DS Max. Someone should make a script.
At least, I would like to see models of vehicles.
Yeah, me too. I'd like to rip Phelps and put the guy to GTA or some other game. Too bad I can't get 3D Ripper DX or even the DirectX PIX utility to work.
Re: L.A. Noire
Posted: Tue Nov 22, 2011 12:39 pm
by lUIGUIPIETRO
huckleberrypie wrote:
Yeah, me too. I'd like to rip Phelps and put the guy to GTA or some other game. Too bad I can't get 3D Ripper DX or even the DirectX PIX utility to work.
It is a problem with your PC or tool? I tried but my pc is slow and would not start but I made a screen capture of the load. I think the tool works, it may be failure of the PC.

Re: L.A. Noire
Posted: Tue Nov 22, 2011 12:59 pm
by huckleberrypie
lUIGUIPIETRO wrote:huckleberrypie wrote:
Yeah, me too. I'd like to rip Phelps and put the guy to GTA or some other game. Too bad I can't get 3D Ripper DX or even the DirectX PIX utility to work.
It is a problem with your PC or tool? I tried but my pc is slow and would not start but I made a screen capture of the load. I think the tool works, it may be failure of the PC.

I'm using 3D Ripper DX 1.8.1, and all I ended up with is the game being stuck on synchronizing. The "Ready to capture" message does appear, though.
Re: L.A. Noire
Posted: Tue Nov 22, 2011 1:05 pm
by michalss
flatz wrote:We need WAD and BIG packers and ATB packer. However not only cases.big contains texts, so almost everyone BIG contains ATB files. Currently I rewrite my WAD/BIG tools in C++, this process will take some time. After that I will try to write packers that we need.
That would be great if you or someone else really success with repackers. This game really deserve to be translate into many diff. languages. So good luck to you and i hope you manage it very soon
Dont really get ppl why they want to mod textutes and models or such a things, does not make any sence to me at all. What is the point if you dont ever understand it on the first place??
Re: L.A. Noire
Posted: Tue Nov 22, 2011 1:14 pm
by huckleberrypie
michalss wrote:flatz wrote:We need WAD and BIG packers and ATB packer. However not only cases.big contains texts, so almost everyone BIG contains ATB files. Currently I rewrite my WAD/BIG tools in C++, this process will take some time. After that I will try to write packers that we need.
That would be great if you or someone else really success with repackers. This game really deserve to be translate into many diff. languages. So good luck to you and i hope you manage it very soon
Dont really get ppl why they want to mod textutes and models or such a things, does not make any sence to me at all. What is the point if you dont ever understand it on the first place??
It's mostly because some people are just plain unsatisfied with leaving the game vanilla. And besides, some of the textures seemed blurry (like the character faces).
Re: L.A. Noire
Posted: Tue Nov 22, 2011 5:02 pm
by flatz
I don't think that ripping models and textures are complicated process. Besides, I'm already working with textures in PS3 format and converted it to DDS and vice versa. I will release tools somehow later.
Re: L.A. Noire
Posted: Thu Nov 24, 2011 1:14 am
by CarsonGallo
First bring the mod that allows you to shoot anywhere anytime available first, that it is a Must, should've already been enabled in game.
Re: L.A. Noire
Posted: Thu Nov 24, 2011 1:59 am
by huckleberrypie
CarsonGallo wrote:First bring the mod that allows you to shoot anywhere anytime available first, that it is a Must, should've already been enabled in game.
Yeah, but we'll have to look for some logic/script files for that to be enabled, or find some way to hook into the already Fort-Knox'd EXE (being that it's protected by GameShield, and that certain hooks like the DirectX PIX won't work).
Re: L.A. Noire
Posted: Thu Nov 24, 2011 2:10 pm
by Falo
since no one posted any tool/script here something to play with
all extracted file will have the filename with "nmbr_offset_crc.dat"
for uncompressed files and "nmbr_offset_crc.sges" for compressed files.
i think 3D Models have "trM#" header, textures are dds
audio files are *.fsb files, use fsb_mpeg to convert them (
http://hcs64.com/vgm_ripping.html)
Code: Select all
#
# L.A. Noire (PC Version)
# *.big.pc unpack script by Falo
#
# script for QuickBMS http://quickbms.aluigi.org
# goto header
goto -4
get szFileTable long
# calculate File Table Offset
savepos EOF
set START EOF
math START -= szFileTable
goto START
# read File table header
get unk1 long
get numFiles long
for x = 0 < numfiles
# read entry
get CRC long # maybe filename hash
get Offset long
get Size1 long
get Size2 long
get CSize long
# build FileName
set Name x
string Name += "_"
string Name += Offset
string Name += "_"
string Name += CRC
# Build Offset
math Offset *= 16
# Build Size
if CSize == 0 # Uncompressed
set Size Size1
math Size += Size2
string Name += ".dat"
else # Compressed
set Size CSize
string Name += ".sges"
endif
# save file
log Name Offset Size
next x
Re: L.A. Noire
Posted: Thu Nov 24, 2011 2:40 pm
by huckleberrypie
Falo wrote:since no one posted any tool/script here something to play with
all extracted file will have the filename with "nmbr_offset_crc.dat"
for uncompressed files and "nmbr_offset_crc.sges" for compressed files.
i think 3D Models have "trM#" header, textures are dds
audio files are *.fsb files, use fsb_mpeg to convert them (
http://hcs64.com/vgm_ripping.html)
FSBs are trivial enough, as most ripping utils can handle it.
Re: L.A. Noire
Posted: Thu Nov 24, 2011 4:58 pm
by flatz
And here is my alpha version of .big unpacker for PS3/PC version.
http://pastebin.com/MucRkpht
Some .atb's mind stuff. I think they have a hierarchial structure and contains different types of blocks.
http://pastebin.com/HMJhvKLS
Re: L.A. Noire
Posted: Thu Nov 24, 2011 5:06 pm
by McGregor II
Falo wrote:since no one posted any tool/script here something to play with
all extracted file will have the filename with "nmbr_offset_crc.dat"
for uncompressed files and "nmbr_offset_crc.sges" for compressed files.
i think 3D Models have "trM#" header, textures are dds
audio files are *.fsb files, use fsb_mpeg to convert them (
http://hcs64.com/vgm_ripping.html)
Code: Select all
#
# L.A. Noire (PC Version)
# *.big.pc unpack script by Falo
#
# script for QuickBMS http://quickbms.aluigi.org
# goto header
goto -4
get szFileTable long
# calculate File Table Offset
savepos EOF
set START EOF
math START -= szFileTable
goto START
# read File table header
get unk1 long
get numFiles long
for x = 0 < numfiles
# read entry
get CRC long # maybe filename hash
get Offset long
get Size1 long
get Size2 long
get CSize long
# build FileName
set Name x
string Name += "_"
string Name += Offset
string Name += "_"
string Name += CRC
# Build Offset
math Offset *= 16
# Build Size
if CSize == 0 # Uncompressed
set Size Size1
math Size += Size2
string Name += ".dat"
else # Compressed
set Size CSize
string Name += ".sges"
endif
# save file
log Name Offset Size
next x
You're awesome bro but can anyone post script for Maincontent file?
Re: L.A. Noire
Posted: Thu Nov 24, 2011 5:16 pm
by flatz
McGregor II wrote:
You're awesome bro but can anyone post script for Maincontent file?
You don't need it. Just simply use SKIDROW crack which already contains uncompressed and decrypted files.
Re: L.A. Noire
Posted: Thu Nov 24, 2011 6:48 pm
by michalss
Can this be also use for X360? Please please make it compatible with X360...
Re: L.A. Noire
Posted: Thu Nov 24, 2011 6:53 pm
by lUIGUIPIETRO
thank you all. Now we need to open. SGES