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Re: L.A. Noire

Posted: Tue Nov 29, 2011 1:45 am
by huckleberrypie
When will we be expecting tools for trm# files?

Re: L.A. Noire

Posted: Tue Nov 29, 2011 6:22 pm
by gapiukr
All the good time of day.
who can write clearly and distinctly the structure of files containing subtitle, text menu ... and how to unpack it?
edit in programs:
DDS = photoshop(free analog gimp)
DAE = photoshop(free analog blender)
... = ???
thank you! :wink:

Re: L.A. Noire

Posted: Tue Nov 29, 2011 8:48 pm
by gjinka
@Falo

Can you tell us how to force game to use extracted files? Because you say that repacking is not needed.

PS: Sry for my english :roll:

Re: L.A. Noire

Posted: Tue Nov 29, 2011 9:43 pm
by Falo
I'm sure you already knew that there are more than 7 languages worldwide, so why the question? Isn't it obvious? It's not like people have nothing better to do than translate the same languages that already exist within the game...
Of course those 7 languages you mention are the ideal marketing approach for selling something but players do exist beyond the profiting potential.
I can understand that people want a game in their native language, but in opinion i'm german and i only need english, because most of the time a translation is not good and much better when you play it in english, i'm not a big fan of translations if an english version is available.
Can you tell us how to force game to use extracted files? Because you say that repacking is not needed.
place the files in the same folder as LANoire.exe,
example: "C:\Games\LANoire\LANoire.exe" then "C:\Games\LANoire\intermediate\..."
but this only works with the real name, not the generated names.
who can write clearly and distinctly the structure of files containing subtitle, text menu ... and how to unpack it?
edit in programs:
DDS = photoshop(free analog gimp)
DAE = photoshop(free analog blender)
text is in *.atb files, this is compiled binary script format, use an hex editor like "MadEdit" for translations, to unpack it we have to write a decompiler/compiler

*.dae are the raw source files rockstar uses, but the finished game uses a custom model format inside of "trM#" files

Re: L.A. Noire

Posted: Tue Nov 29, 2011 9:55 pm
by michalss
Falo wrote:
I'm sure you already knew that there are more than 7 languages worldwide, so why the question? Isn't it obvious? It's not like people have nothing better to do than translate the same languages that already exist within the game...
Of course those 7 languages you mention are the ideal marketing approach for selling something but players do exist beyond the profiting potential.
I can understand that people want a game in their native language, but in opinion i'm german and i only need english, because most of the time a translation is not good and much better when you play it in english, i'm not a big fan of translations if an english version is available.
Can you tell us how to force game to use extracted files? Because you say that repacking is not needed.
place the files in the same folder as LANoire.exe,
example: "C:\Games\LANoire\LANoire.exe" then "C:\Games\LANoire\intermediate\..."
but this only works with the real name, not the generated names.
who can write clearly and distinctly the structure of files containing subtitle, text menu ... and how to unpack it?
edit in programs:
DDS = photoshop(free analog gimp)
DAE = photoshop(free analog blender)
text is in *.atb files, this is compiled binary script format, use an hex editor like "MadEdit" for translations, to unpack it we have to write a decompiler/compiler

*.dae are the raw source files rockstar uses, but the finished game uses a custom model format inside of "trM#" files
So you not consider to create packer for big files? Could you please at least for X360 because there it is needed...

Re: L.A. Noire

Posted: Wed Nov 30, 2011 7:00 am
by dizney23
Good work everyone. I see there is much progress being made. My question is from a very limited understanding of what is being said. I just wanted to know if someone can use these tools, that all of you have made available, to mod the game itself rather than just change the language. Will these tools help, if for instance, I wanted to make weapons available while just driving around town? Or if I wanted to be able to press a button and enter hand to hand combat at any point while I was walking around the city? Do we need different tools for that? Is that even possible at this point? I am wondering about the PC version specifically. Thanks!!

Re: L.A. Noire

Posted: Wed Nov 30, 2011 8:30 am
by dezmand07
Falo wrote:I can understand that people want a game in their native language, but in opinion i'm german and i only need english, because most of the time a translation is not good and much better when you play it in english, i'm not a big fan of translations if an english version is available.
forget about translation and answer the question: can you write soft for porting subtitles from PC into XBOX360?

Re: L.A. Noire

Posted: Wed Nov 30, 2011 8:47 am
by michalss
dezmand07 wrote:
Falo wrote:I can understand that people want a game in their native language, but in opinion i'm german and i only need english, because most of the time a translation is not good and much better when you play it in english, i'm not a big fan of translations if an english version is available.
forget about translation and answer the question: can you write soft for porting subtitles from PC into XBOX360?
Like this is impossible to do, since PC and X360 would have different of text measurements. Thats why you need atb repacker and BIG repacker as well. If you dont then too bad. I'm still waiting for Big Packer and ATB repacker to make it possible to work on X360.

Re: L.A. Noire

Posted: Wed Nov 30, 2011 1:49 pm
by flatz
I wrote the python script that works with ATB files. Here are all texts from cases.big and out.wad of PC and PS3 version.
http://dl.dropbox.com/u/11973972/text.zip

Now it is possible to write the script that will be doing a reverse process. If I will have a free time I will do it.

Re: L.A. Noire

Posted: Wed Nov 30, 2011 2:26 pm
by michalss
flatz wrote:I wrote the python script that works with ATB files. Here are all texts from cases.big and out.wad of PC and PS3 version.
http://dl.dropbox.com/u/11973972/text.zip

Now it is possible to write the script that will be doing a reverse process. If I will have a free time I will do it.
Hi can you please focus on X360? Thank you

Re: L.A. Noire

Posted: Wed Nov 30, 2011 2:36 pm
by flatz
michalss wrote:Hi can you please focus on X360? Thank you
Yes, I can. Can you attach some files from Xbox 360 version? cases.big.360 and out.wad, for example?

Re: L.A. Noire

Posted: Wed Nov 30, 2011 3:16 pm
by McGregor II
flatz wrote:I wrote the python script that works with ATB files. Here are all texts from cases.big and out.wad of PC and PS3 version.
http://dl.dropbox.com/u/11973972/text.zip

Now it is possible to write the script that will be doing a reverse process. If I will have a free time I will do it.
Thanks a lot, man. Can't wait to make this script. And 1 question, if after you make this script what can happen when I put back a PS3 strings into pc version (that one you provided cause in pc version (probably) you removed some strings and left only russian).

Re: L.A. Noire

Posted: Wed Nov 30, 2011 4:08 pm
by michalss
flatz wrote:
michalss wrote:Hi can you please focus on X360? Thank you
Yes, I can. Can you attach some files from Xbox 360 version? cases.big.360 and out.wad, for example?
Thx millions :)
No problem at all mate. Anything help you to make it ill do :)

Code: Select all

http://dl.dropbox.com/u/38234344/LAN_x360.rar

Re: L.A. Noire

Posted: Wed Nov 30, 2011 4:26 pm
by flatz
McGregor II wrote:And 1 question, if after you make this script what can happen when I put back a PS3 strings into pc version (that one you provided cause in pc version (probably) you removed some strings and left only russian).
No, my PC version contains only russian texts.
michalss wrote:Thx millions. No problem at all mate. Anything help you to make it ill do
Thanks. :)

Re: L.A. Noire

Posted: Wed Nov 30, 2011 9:31 pm
by gjinka
Which file(s) stores fonts?